diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2017-01-02 21:38:20 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2017-01-02 21:52:26 +0100 |
commit | 3f3f5a5359973e95e94148676a9793d6f52468f3 (patch) | |
tree | 65adf17c3d3f8d3a83bec29f51142fe884e942d8 /drivers | |
parent | db46a344180d4eae1455e97e22bf84c9c304be7c (diff) | |
parent | 2820b2d82b2ed747011e37c543aefc6d4d4edee9 (diff) | |
download | redot-engine-3f3f5a5359973e95e94148676a9793d6f52468f3.tar.gz |
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
Diffstat (limited to 'drivers')
43 files changed, 27798 insertions, 106 deletions
diff --git a/drivers/SCsub b/drivers/SCsub index 08a189272f..73a3f7898a 100644 --- a/drivers/SCsub +++ b/drivers/SCsub @@ -20,7 +20,7 @@ if (env["xaudio2"] == "yes"): SConscript("xaudio2/SCsub") # Graphics drivers -SConscript('gles2/SCsub') +SConscript('gles3/SCsub') SConscript('gl_context/SCsub') # Core dependencies diff --git a/drivers/gl_context/KHR/khrplatform.h b/drivers/gl_context/KHR/khrplatform.h new file mode 100644 index 0000000000..07b61b9bd6 --- /dev/null +++ b/drivers/gl_context/KHR/khrplatform.h @@ -0,0 +1,285 @@ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2009 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * $Revision: 32517 $ on $Date: 2016-03-11 02:41:19 -0800 (Fri, 11 Mar 2016) $ + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by sending them to the public Khronos Bugzilla + * (http://khronos.org/bugzilla) by filing a bug against product + * "Khronos (general)" component "Registry". + * + * A predefined template which fills in some of the bug fields can be + * reached using http://tinyurl.com/khrplatform-h-bugreport, but you + * must create a Bugzilla login first. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include <KHR/khrplatform.h> + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(_WIN32) && !defined(__SCITECH_SNAP__) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# include <sys/cdefs.h> +# define KHRONOS_APICALL __attribute__((visibility("default"))) __NDK_FPABI__ +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using <stdint.h> + */ +#include <stdint.h> +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using <inttypes.h> + */ +#include <inttypes.h> +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include <stdint.h> +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ diff --git a/drivers/gl_context/SCsub b/drivers/gl_context/SCsub index a968c10cfd..a6f9b58ea9 100644 --- a/drivers/gl_context/SCsub +++ b/drivers/gl_context/SCsub @@ -3,8 +3,11 @@ Import('env') if (env["platform"] in ["haiku", "osx", "windows", "x11"]): + # FIXME: Dead code, now using GLAD + """ # Thirdparty source files if (env['builtin_glew'] != 'no'): # builtin + thirdparty_dir = "#thirdparty/glew/" thirdparty_sources = [ "glew.c", @@ -16,6 +19,12 @@ if (env["platform"] in ["haiku", "osx", "windows", "x11"]): env.Append(CPPPATH=[thirdparty_dir]) env.Append(CPPFLAGS=['-DGLEW_ENABLED']) + """ + + env.add_source_files(env.drivers_sources,"glad.c") + env.Append(CPPFLAGS = ['-DGLAD_ENABLED']) + env.Append(CPPFLAGS = ['-DGLES_OVER_GL']) + env.Append(CPPPATH = ['.']) # Godot source files env.add_source_files(env.drivers_sources, "*.cpp") diff --git a/drivers/gl_context/glad.c b/drivers/gl_context/glad.c new file mode 100644 index 0000000000..6a708041ed --- /dev/null +++ b/drivers/gl_context/glad.c @@ -0,0 +1,1818 @@ +/* + + OpenGL loader generated by glad 0.1.12a0 on Tue Nov 22 23:00:43 2016. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.3 + Profile: compatibility + Extensions: + GL_ARB_debug_output + Loader: True + Local files: False + Omit khrplatform: False + + Commandline: + --profile="compatibility" --api="gl=3.3" --generator="c" --spec="gl" --extensions="GL_ARB_debug_output" + Online: + http://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D3.3&extensions=GL_ARB_debug_output +*/ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <glad/glad.h> + +static void* get_proc(const char *namez); + +#ifdef _WIN32 +#include <windows.h> +static HMODULE libGL; + +typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*); +PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; + +static +int open_gl(void) { + libGL = LoadLibraryW(L"opengl32.dll"); + if(libGL != NULL) { + gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE)GetProcAddress( + libGL, "wglGetProcAddress"); + return gladGetProcAddressPtr != NULL; + } + + return 0; +} + +static +void close_gl(void) { + if(libGL != NULL) { + FreeLibrary(libGL); + libGL = NULL; + } +} +#else +#include <dlfcn.h> +static void* libGL; + +#ifndef __APPLE__ +typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*); +PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; +#endif + +static +int open_gl(void) { +#ifdef __APPLE__ + static const char *NAMES[] = { + "../Frameworks/OpenGL.framework/OpenGL", + "/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/OpenGL", + "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" + }; +#else + static const char *NAMES[] = {"libGL.so.1", "libGL.so"}; +#endif + + unsigned int index = 0; + for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) { + libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL); + + if(libGL != NULL) { +#ifdef __APPLE__ + return 1; +#else + gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL, + "glXGetProcAddressARB"); + return gladGetProcAddressPtr != NULL; +#endif + } + } + + return 0; +} + +static +void close_gl() { + if(libGL != NULL) { + dlclose(libGL); + libGL = NULL; + } +} +#endif + +static +void* get_proc(const char *namez) { + void* result = NULL; + if(libGL == NULL) return NULL; + +#ifndef __APPLE__ + if(gladGetProcAddressPtr != NULL) { + result = gladGetProcAddressPtr(namez); + } +#endif + if(result == NULL) { +#ifdef _WIN32 + result = (void*)GetProcAddress(libGL, namez); +#else + result = dlsym(libGL, namez); +#endif + } + + return result; +} + +int gladLoadGL(void) { + int status = 0; + + if(open_gl()) { + status = gladLoadGLLoader(&get_proc); + close_gl(); + } + + return status; +} + +struct gladGLversionStruct GLVersion; + +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) +#define _GLAD_IS_SOME_NEW_VERSION 1 +#endif + +static int max_loaded_major; +static int max_loaded_minor; + +static const char *exts = NULL; +static int num_exts_i = 0; +static const char **exts_i = NULL; + +static int get_exts(void) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + exts = (const char *)glGetString(GL_EXTENSIONS); +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + int index; + + num_exts_i = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); + if (num_exts_i > 0) { + exts_i = (const char **)realloc((void *)exts_i, num_exts_i * sizeof *exts_i); + } + + if (exts_i == NULL) { + return 0; + } + + for(index = 0; index < num_exts_i; index++) { + exts_i[index] = (const char*)glGetStringi(GL_EXTENSIONS, index); + } + } +#endif + return 1; +} + +static void free_exts(void) { + if (exts_i != NULL) { + free((char **)exts_i); + exts_i = NULL; + } +} + +static int has_ext(const char *ext) { +#ifdef _GLAD_IS_SOME_NEW_VERSION + if(max_loaded_major < 3) { +#endif + const char *extensions; + const char *loc; + const char *terminator; + extensions = exts; + if(extensions == NULL || ext == NULL) { + return 0; + } + + while(1) { + loc = strstr(extensions, ext); + if(loc == NULL) { + return 0; + } + + terminator = loc + strlen(ext); + if((loc == extensions || *(loc - 1) == ' ') && + (*terminator == ' ' || *terminator == '\0')) { + return 1; + } + extensions = terminator; + } +#ifdef _GLAD_IS_SOME_NEW_VERSION + } else { + int index; + + for(index = 0; index < num_exts_i; index++) { + const char *e = exts_i[index]; + + if(strcmp(e, ext) == 0) { + return 1; + } + } + } +#endif + + return 0; +} +int GLAD_GL_VERSION_1_0; +int GLAD_GL_VERSION_1_1; +int GLAD_GL_VERSION_1_2; +int GLAD_GL_VERSION_1_3; +int GLAD_GL_VERSION_1_4; +int GLAD_GL_VERSION_1_5; +int GLAD_GL_VERSION_2_0; +int GLAD_GL_VERSION_2_1; +int GLAD_GL_VERSION_3_0; +int GLAD_GL_VERSION_3_1; +int GLAD_GL_VERSION_3_2; +int GLAD_GL_VERSION_3_3; +PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; +PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; +PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; +PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; +PFNGLVERTEX2FVPROC glad_glVertex2fv; +PFNGLINDEXIPROC glad_glIndexi; +PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +PFNGLRECTDVPROC glad_glRectdv; +PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +PFNGLEVALCOORD2DPROC glad_glEvalCoord2d; +PFNGLEVALCOORD2FPROC glad_glEvalCoord2f; +PFNGLINDEXDPROC glad_glIndexd; +PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +PFNGLINDEXFPROC glad_glIndexf; +PFNGLBINDSAMPLERPROC glad_glBindSampler; +PFNGLLINEWIDTHPROC glad_glLineWidth; +PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +PFNGLGETMAPFVPROC glad_glGetMapfv; +PFNGLINDEXSPROC glad_glIndexs; +PFNGLCOMPILESHADERPROC glad_glCompileShader; +PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; +PFNGLINDEXFVPROC glad_glIndexfv; +PFNGLFOGIVPROC glad_glFogiv; +PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv; +PFNGLLIGHTMODELIVPROC glad_glLightModeliv; +PFNGLCOLOR4UIPROC glad_glColor4ui; +PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; +PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +PFNGLFOGFVPROC glad_glFogfv; +PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +PFNGLENABLEIPROC glad_glEnablei; +PFNGLVERTEX4IVPROC glad_glVertex4iv; +PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv; +PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; +PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +PFNGLCREATESHADERPROC glad_glCreateShader; +PFNGLISBUFFERPROC glad_glIsBuffer; +PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +PFNGLVERTEX4FVPROC glad_glVertex4fv; +PFNGLBINDTEXTUREPROC glad_glBindTexture; +PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv; +PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv; +PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +PFNGLPOINTSIZEPROC glad_glPointSize; +PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +PFNGLCOLOR4BVPROC glad_glColor4bv; +PFNGLRASTERPOS2FPROC glad_glRasterPos2f; +PFNGLRASTERPOS2DPROC glad_glRasterPos2d; +PFNGLLOADIDENTITYPROC glad_glLoadIdentity; +PFNGLRASTERPOS2IPROC glad_glRasterPos2i; +PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +PFNGLCOLOR3BPROC glad_glColor3b; +PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +PFNGLEDGEFLAGPROC glad_glEdgeFlag; +PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +PFNGLVERTEX3DPROC glad_glVertex3d; +PFNGLVERTEX3FPROC glad_glVertex3f; +PFNGLVERTEX3IPROC glad_glVertex3i; +PFNGLCOLOR3IPROC glad_glColor3i; +PFNGLUNIFORM3FPROC glad_glUniform3f; +PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +PFNGLCOLOR3SPROC glad_glColor3s; +PFNGLVERTEX3SPROC glad_glVertex3s; +PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +PFNGLCOLORMASKIPROC glad_glColorMaski; +PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv; +PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +PFNGLVERTEX2IVPROC glad_glVertex2iv; +PFNGLCOLOR3SVPROC glad_glColor3sv; +PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +PFNGLNORMALPOINTERPROC glad_glNormalPointer; +PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +PFNGLVERTEX4SVPROC glad_glVertex4sv; +PFNGLPASSTHROUGHPROC glad_glPassThrough; +PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +PFNGLFOGIPROC glad_glFogi; +PFNGLBEGINPROC glad_glBegin; +PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv; +PFNGLCOLOR3UBVPROC glad_glColor3ubv; +PFNGLVERTEXPOINTERPROC glad_glVertexPointer; +PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; +PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +PFNGLDRAWARRAYSPROC glad_glDrawArrays; +PFNGLUNIFORM1UIPROC glad_glUniform1ui; +PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; +PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; +PFNGLLIGHTFVPROC glad_glLightfv; +PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +PFNGLCLEARPROC glad_glClear; +PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; +PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; +PFNGLISENABLEDPROC glad_glIsEnabled; +PFNGLSTENCILOPPROC glad_glStencilOp; +PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +PFNGLTRANSLATEFPROC glad_glTranslatef; +PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +PFNGLTRANSLATEDPROC glad_glTranslated; +PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv; +PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; +PFNGLGETMATERIALFVPROC glad_glGetMaterialfv; +PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +PFNGLFOGCOORDFVPROC glad_glFogCoordfv; +PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv; +PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +PFNGLINDEXSVPROC glad_glIndexsv; +PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +PFNGLVERTEX3IVPROC glad_glVertex3iv; +PFNGLBITMAPPROC glad_glBitmap; +PFNGLMATERIALIPROC glad_glMateriali; +PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +PFNGLGETQUERYIVPROC glad_glGetQueryiv; +PFNGLTEXCOORD4FPROC glad_glTexCoord4f; +PFNGLTEXCOORD4DPROC glad_glTexCoord4d; +PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +PFNGLTEXCOORD4IPROC glad_glTexCoord4i; +PFNGLMATERIALFPROC glad_glMaterialf; +PFNGLTEXCOORD4SPROC glad_glTexCoord4s; +PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +PFNGLISSHADERPROC glad_glIsShader; +PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; +PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +PFNGLVERTEX3DVPROC glad_glVertex3dv; +PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +PFNGLENABLEPROC glad_glEnable; +PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +PFNGLCOLOR4FVPROC glad_glColor4fv; +PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv; +PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv; +PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; +PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; +PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv; +PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; +PFNGLTEXGENFPROC glad_glTexGenf; +PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +PFNGLGETPOINTERVPROC glad_glGetPointerv; +PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +PFNGLNORMAL3FVPROC glad_glNormal3fv; +PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; +PFNGLDEPTHRANGEPROC glad_glDepthRange; +PFNGLFRUSTUMPROC glad_glFrustum; +PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; +PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +PFNGLPUSHMATRIXPROC glad_glPushMatrix; +PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv; +PFNGLORTHOPROC glad_glOrtho; +PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; +PFNGLCLEARINDEXPROC glad_glClearIndex; +PFNGLMAP1DPROC glad_glMap1d; +PFNGLMAP1FPROC glad_glMap1f; +PFNGLFLUSHPROC glad_glFlush; +PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +PFNGLINDEXIVPROC glad_glIndexiv; +PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv; +PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +PFNGLPIXELZOOMPROC glad_glPixelZoom; +PFNGLFENCESYNCPROC glad_glFenceSync; +PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +PFNGLCOLORP3UIPROC glad_glColorP3ui; +PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +PFNGLLIGHTIPROC glad_glLighti; +PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +PFNGLLIGHTFPROC glad_glLightf; +PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +PFNGLGENSAMPLERSPROC glad_glGenSamplers; +PFNGLCLAMPCOLORPROC glad_glClampColor; +PFNGLUNIFORM4IVPROC glad_glUniform4iv; +PFNGLCLEARSTENCILPROC glad_glClearStencil; +PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; +PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv; +PFNGLGENTEXTURESPROC glad_glGenTextures; +PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv; +PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +PFNGLINDEXPOINTERPROC glad_glIndexPointer; +PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +PFNGLISSYNCPROC glad_glIsSync; +PFNGLVERTEX2FPROC glad_glVertex2f; +PFNGLVERTEX2DPROC glad_glVertex2d; +PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +PFNGLUNIFORM2IPROC glad_glUniform2i; +PFNGLMAPGRID2DPROC glad_glMapGrid2d; +PFNGLMAPGRID2FPROC glad_glMapGrid2f; +PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +PFNGLVERTEX2IPROC glad_glVertex2i; +PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +PFNGLVERTEX2SPROC glad_glVertex2s; +PFNGLNORMAL3BVPROC glad_glNormal3bv; +PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; +PFNGLVERTEX3SVPROC glad_glVertex3sv; +PFNGLGENQUERIESPROC glad_glGenQueries; +PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv; +PFNGLTEXENVFPROC glad_glTexEnvf; +PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; +PFNGLFOGCOORDDPROC glad_glFogCoordd; +PFNGLFOGCOORDFPROC glad_glFogCoordf; +PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +PFNGLTEXENVIPROC glad_glTexEnvi; +PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; +PFNGLISENABLEDIPROC glad_glIsEnabledi; +PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; +PFNGLUNIFORM2IVPROC glad_glUniform2iv; +PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +PFNGLMATRIXMODEPROC glad_glMatrixMode; +PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer; +PFNGLGETMAPIVPROC glad_glGetMapiv; +PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +PFNGLGETSHADERIVPROC glad_glGetShaderiv; +PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; +PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; +PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; +PFNGLCALLLISTPROC glad_glCallList; +PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; +PFNGLGETDOUBLEVPROC glad_glGetDoublev; +PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; +PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +PFNGLLIGHTMODELFPROC glad_glLightModelf; +PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +PFNGLVERTEX2SVPROC glad_glVertex2sv; +PFNGLLIGHTMODELIPROC glad_glLightModeli; +PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; +PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +PFNGLUNIFORM3FVPROC glad_glUniform3fv; +PFNGLPIXELSTOREIPROC glad_glPixelStorei; +PFNGLCALLLISTSPROC glad_glCallLists; +PFNGLMAPBUFFERPROC glad_glMapBuffer; +PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; +PFNGLTEXCOORD3IPROC glad_glTexCoord3i; +PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; +PFNGLRASTERPOS3IPROC glad_glRasterPos3i; +PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; +PFNGLRASTERPOS3DPROC glad_glRasterPos3d; +PFNGLRASTERPOS3FPROC glad_glRasterPos3f; +PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +PFNGLTEXCOORD3FPROC glad_glTexCoord3f; +PFNGLDELETESYNCPROC glad_glDeleteSync; +PFNGLTEXCOORD3DPROC glad_glTexCoord3d; +PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +PFNGLTEXCOORD3SPROC glad_glTexCoord3s; +PFNGLUNIFORM3IVPROC glad_glUniform3iv; +PFNGLRASTERPOS3SPROC glad_glRasterPos3s; +PFNGLPOLYGONMODEPROC glad_glPolygonMode; +PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; +PFNGLISLISTPROC glad_glIsList; +PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv; +PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv; +PFNGLCOLOR4SPROC glad_glColor4s; +PFNGLUSEPROGRAMPROC glad_glUseProgram; +PFNGLLINESTIPPLEPROC glad_glLineStipple; +PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; +PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; +PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +PFNGLCOLOR4BPROC glad_glColor4b; +PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; +PFNGLCOLOR4FPROC glad_glColor4f; +PFNGLCOLOR4DPROC glad_glColor4d; +PFNGLCOLOR4IPROC glad_glColor4i; +PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv; +PFNGLVERTEX2DVPROC glad_glVertex2dv; +PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv; +PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +PFNGLFINISHPROC glad_glFinish; +PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +PFNGLDELETESHADERPROC glad_glDeleteShader; +PFNGLDRAWELEMENTSPROC glad_glDrawElements; +PFNGLRASTERPOS2SPROC glad_glRasterPos2s; +PFNGLGETMAPDVPROC glad_glGetMapdv; +PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +PFNGLMATERIALFVPROC glad_glMaterialfv; +PFNGLVIEWPORTPROC glad_glViewport; +PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +PFNGLINDEXDVPROC glad_glIndexdv; +PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv; +PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +PFNGLCLEARDEPTHPROC glad_glClearDepth; +PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +PFNGLTEXBUFFERPROC glad_glTexBuffer; +PFNGLPOPNAMEPROC glad_glPopName; +PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +PFNGLPIXELSTOREFPROC glad_glPixelStoref; +PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv; +PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv; +PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +PFNGLRECTIPROC glad_glRecti; +PFNGLCOLOR4UBPROC glad_glColor4ub; +PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; +PFNGLRECTFPROC glad_glRectf; +PFNGLRECTDPROC glad_glRectd; +PFNGLNORMAL3SVPROC glad_glNormal3sv; +PFNGLNEWLISTPROC glad_glNewList; +PFNGLCOLOR4USPROC glad_glColor4us; +PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +PFNGLLINKPROGRAMPROC glad_glLinkProgram; +PFNGLHINTPROC glad_glHint; +PFNGLRECTSPROC glad_glRects; +PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv; +PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv; +PFNGLGETSTRINGPROC glad_glGetString; +PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +PFNGLEDGEFLAGVPROC glad_glEdgeFlagv; +PFNGLDETACHSHADERPROC glad_glDetachShader; +PFNGLSCALEFPROC glad_glScalef; +PFNGLENDQUERYPROC glad_glEndQuery; +PFNGLSCALEDPROC glad_glScaled; +PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; +PFNGLCOPYPIXELSPROC glad_glCopyPixels; +PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +PFNGLPOPATTRIBPROC glad_glPopAttrib; +PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +PFNGLINITNAMESPROC glad_glInitNames; +PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; +PFNGLCOLOR3DVPROC glad_glColor3dv; +PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +PFNGLWAITSYNCPROC glad_glWaitSync; +PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +PFNGLCOLORMATERIALPROC glad_glColorMaterial; +PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +PFNGLUNIFORM1FPROC glad_glUniform1f; +PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +PFNGLRENDERMODEPROC glad_glRenderMode; +PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; +PFNGLUNIFORM1IPROC glad_glUniform1i; +PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +PFNGLUNIFORM3IPROC glad_glUniform3i; +PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi; +PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +PFNGLDISABLEPROC glad_glDisable; +PFNGLLOGICOPPROC glad_glLogicOp; +PFNGLEVALPOINT2PROC glad_glEvalPoint2; +PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf; +PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; +PFNGLUNIFORM4UIPROC glad_glUniform4ui; +PFNGLCOLOR3FPROC glad_glColor3f; +PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv; +PFNGLRECTFVPROC glad_glRectfv; +PFNGLCULLFACEPROC glad_glCullFace; +PFNGLGETLIGHTFVPROC glad_glGetLightfv; +PFNGLCOLOR3DPROC glad_glColor3d; +PFNGLTEXGENDPROC glad_glTexGend; +PFNGLTEXGENIPROC glad_glTexGeni; +PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; +PFNGLGETSTRINGIPROC glad_glGetStringi; +PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; +PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; +PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; +PFNGLATTACHSHADERPROC glad_glAttachShader; +PFNGLFOGCOORDDVPROC glad_glFogCoorddv; +PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +PFNGLGETTEXGENFVPROC glad_glGetTexGenfv; +PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; +PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +PFNGLTEXGENIVPROC glad_glTexGeniv; +PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv; +PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; +PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; +PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; +PFNGLNORMALP3UIPROC glad_glNormalP3ui; +PFNGLTEXENVFVPROC glad_glTexEnvfv; +PFNGLREADBUFFERPROC glad_glReadBuffer; +PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; +PFNGLLIGHTMODELFVPROC glad_glLightModelfv; +PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +PFNGLDELETELISTSPROC glad_glDeleteLists; +PFNGLGETCLIPPLANEPROC glad_glGetClipPlane; +PFNGLVERTEX4DVPROC glad_glVertex4dv; +PFNGLTEXCOORD2DPROC glad_glTexCoord2d; +PFNGLPOPMATRIXPROC glad_glPopMatrix; +PFNGLTEXCOORD2FPROC glad_glTexCoord2f; +PFNGLCOLOR4IVPROC glad_glColor4iv; +PFNGLINDEXUBVPROC glad_glIndexubv; +PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +PFNGLTEXCOORD2IPROC glad_glTexCoord2i; +PFNGLRASTERPOS4DPROC glad_glRasterPos4d; +PFNGLRASTERPOS4FPROC glad_glRasterPos4f; +PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +PFNGLTEXCOORD2SPROC glad_glTexCoord2s; +PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +PFNGLVERTEX3FVPROC glad_glVertex3fv; +PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv; +PFNGLMATERIALIVPROC glad_glMaterialiv; +PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +PFNGLISPROGRAMPROC glad_glIsProgram; +PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +PFNGLVERTEX4SPROC glad_glVertex4s; +PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +PFNGLNORMAL3DVPROC glad_glNormal3dv; +PFNGLUNIFORM4IPROC glad_glUniform4i; +PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +PFNGLROTATEDPROC glad_glRotated; +PFNGLROTATEFPROC glad_glRotatef; +PFNGLVERTEX4IPROC glad_glVertex4i; +PFNGLREADPIXELSPROC glad_glReadPixels; +PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +PFNGLLOADNAMEPROC glad_glLoadName; +PFNGLUNIFORM4FPROC glad_glUniform4f; +PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +PFNGLSHADEMODELPROC glad_glShadeModel; +PFNGLMAPGRID1DPROC glad_glMapGrid1d; +PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +PFNGLMAPGRID1FPROC glad_glMapGrid1f; +PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; +PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; +PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; +PFNGLALPHAFUNCPROC glad_glAlphaFunc; +PFNGLUNIFORM1IVPROC glad_glUniform1iv; +PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; +PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +PFNGLSTENCILFUNCPROC glad_glStencilFunc; +PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; +PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +PFNGLCOLOR4UIVPROC glad_glColor4uiv; +PFNGLRECTIVPROC glad_glRectiv; +PFNGLCOLORP4UIPROC glad_glColorP4ui; +PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv; +PFNGLEVALMESH2PROC glad_glEvalMesh2; +PFNGLEVALMESH1PROC glad_glEvalMesh1; +PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; +PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv; +PFNGLCOLOR4UBVPROC glad_glColor4ubv; +PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; +PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; +PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv; +PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +PFNGLTEXENVIVPROC glad_glTexEnviv; +PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +PFNGLGENBUFFERSPROC glad_glGenBuffers; +PFNGLSELECTBUFFERPROC glad_glSelectBuffer; +PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +PFNGLPUSHATTRIBPROC glad_glPushAttrib; +PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +PFNGLBLENDFUNCPROC glad_glBlendFunc; +PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +PFNGLLIGHTIVPROC glad_glLightiv; +PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +PFNGLTEXGENFVPROC glad_glTexGenfv; +PFNGLENDPROC glad_glEnd; +PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +PFNGLSCISSORPROC glad_glScissor; +PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +PFNGLCLIPPLANEPROC glad_glClipPlane; +PFNGLPUSHNAMEPROC glad_glPushName; +PFNGLTEXGENDVPROC glad_glTexGendv; +PFNGLINDEXUBPROC glad_glIndexub; +PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; +PFNGLRASTERPOS4IPROC glad_glRasterPos4i; +PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; +PFNGLCLEARCOLORPROC glad_glClearColor; +PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +PFNGLNORMAL3SPROC glad_glNormal3s; +PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +PFNGLBLENDCOLORPROC glad_glBlendColor; +PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; +PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +PFNGLUNIFORM3UIPROC glad_glUniform3ui; +PFNGLCOLOR4DVPROC glad_glColor4dv; +PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +PFNGLUNIFORM2FVPROC glad_glUniform2fv; +PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; +PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; +PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv; +PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +PFNGLNORMAL3IVPROC glad_glNormal3iv; +PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; +PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; +PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; +PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; +PFNGLCOLOR3USPROC glad_glColor3us; +PFNGLCOLOR3UIVPROC glad_glColor3uiv; +PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +PFNGLGETLIGHTIVPROC glad_glGetLightiv; +PFNGLDEPTHFUNCPROC glad_glDepthFunc; +PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +PFNGLLISTBASEPROC glad_glListBase; +PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; +PFNGLCOLOR3UBPROC glad_glColor3ub; +PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; +PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +PFNGLCOLOR3UIPROC glad_glColor3ui; +PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; +PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple; +PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; +PFNGLCOLORMASKPROC glad_glColorMask; +PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +PFNGLRASTERPOS4SPROC glad_glRasterPos4s; +PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; +PFNGLCOLOR4SVPROC glad_glColor4sv; +PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; +PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +PFNGLFOGFPROC glad_glFogf; +PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +PFNGLISSAMPLERPROC glad_glIsSampler; +PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +PFNGLCOLOR3IVPROC glad_glColor3iv; +PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +PFNGLTEXCOORD1IPROC glad_glTexCoord1i; +PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +PFNGLTEXCOORD1DPROC glad_glTexCoord1d; +PFNGLTEXCOORD1FPROC glad_glTexCoord1f; +PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; +PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; +PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +PFNGLTEXCOORD1SPROC glad_glTexCoord1s; +PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +PFNGLGENLISTSPROC glad_glGenLists; +PFNGLCOLOR3BVPROC glad_glColor3bv; +PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +PFNGLGETTEXGENDVPROC glad_glGetTexGendv; +PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +PFNGLENDLISTPROC glad_glEndList; +PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +PFNGLUNIFORM2UIPROC glad_glUniform2ui; +PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +PFNGLCOLOR3USVPROC glad_glColor3usv; +PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; +PFNGLDISABLEIPROC glad_glDisablei; +PFNGLINDEXMASKPROC glad_glIndexMask; +PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; +PFNGLSHADERSOURCEPROC glad_glShaderSource; +PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +PFNGLCLEARACCUMPROC glad_glClearAccum; +PFNGLGETSYNCIVPROC glad_glGetSynciv; +PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +PFNGLUNIFORM2FPROC glad_glUniform2f; +PFNGLBEGINQUERYPROC glad_glBeginQuery; +PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +PFNGLBINDBUFFERPROC glad_glBindBuffer; +PFNGLMAP2DPROC glad_glMap2d; +PFNGLMAP2FPROC glad_glMap2f; +PFNGLVERTEX4DPROC glad_glVertex4d; +PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv; +PFNGLBUFFERDATAPROC glad_glBufferData; +PFNGLEVALPOINT1PROC glad_glEvalPoint1; +PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv; +PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +PFNGLGETERRORPROC glad_glGetError; +PFNGLGETTEXENVIVPROC glad_glGetTexEnviv; +PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +PFNGLGETFLOATVPROC glad_glGetFloatv; +PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; +PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +PFNGLEVALCOORD1DPROC glad_glEvalCoord1d; +PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +PFNGLEVALCOORD1FPROC glad_glEvalCoord1f; +PFNGLPIXELMAPFVPROC glad_glPixelMapfv; +PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv; +PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +PFNGLGETINTEGERVPROC glad_glGetIntegerv; +PFNGLACCUMPROC glad_glAccum; +PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv; +PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv; +PFNGLISQUERYPROC glad_glIsQuery; +PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; +PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +PFNGLSTENCILMASKPROC glad_glStencilMask; +PFNGLDRAWPIXELSPROC glad_glDrawPixels; +PFNGLMULTMATRIXDPROC glad_glMultMatrixd; +PFNGLMULTMATRIXFPROC glad_glMultMatrixf; +PFNGLISTEXTUREPROC glad_glIsTexture; +PFNGLGETMATERIALIVPROC glad_glGetMaterialiv; +PFNGLUNIFORM1FVPROC glad_glUniform1fv; +PFNGLLOADMATRIXFPROC glad_glLoadMatrixf; +PFNGLLOADMATRIXDPROC glad_glLoadMatrixd; +PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +PFNGLVERTEX4FPROC glad_glVertex4f; +PFNGLRECTSVPROC glad_glRectsv; +PFNGLCOLOR4USVPROC glad_glColor4usv; +PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple; +PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; +PFNGLNORMAL3IPROC glad_glNormal3i; +PFNGLNORMAL3FPROC glad_glNormal3f; +PFNGLNORMAL3DPROC glad_glNormal3d; +PFNGLNORMAL3BPROC glad_glNormal3b; +PFNGLPIXELMAPUSVPROC glad_glPixelMapusv; +PFNGLGETTEXGENIVPROC glad_glGetTexGeniv; +PFNGLARRAYELEMENTPROC glad_glArrayElement; +PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +PFNGLDEPTHMASKPROC glad_glDepthMask; +PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +PFNGLCOLOR3FVPROC glad_glColor3fv; +PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +PFNGLUNIFORM4FVPROC glad_glUniform4fv; +PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +PFNGLCOLORPOINTERPROC glad_glColorPointer; +PFNGLFRONTFACEPROC glad_glFrontFace; +PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +int GLAD_GL_ARB_debug_output; +PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB; +PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB; +PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB; +PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB; +static void load_GL_VERSION_1_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_0) return; + glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); + glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); + glad_glHint = (PFNGLHINTPROC)load("glHint"); + glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); + glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize"); + glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode"); + glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); + glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); + glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); + glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); + glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); + glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D"); + glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); + glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer"); + glad_glClear = (PFNGLCLEARPROC)load("glClear"); + glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); + glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); + glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth"); + glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); + glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); + glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); + glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); + glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); + glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); + glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); + glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); + glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp"); + glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); + glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); + glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); + glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref"); + glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); + glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); + glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); + glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); + glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev"); + glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); + glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); + glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); + glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage"); + glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); + glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); + glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); + glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); + glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); + glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange"); + glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); + glad_glNewList = (PFNGLNEWLISTPROC)load("glNewList"); + glad_glEndList = (PFNGLENDLISTPROC)load("glEndList"); + glad_glCallList = (PFNGLCALLLISTPROC)load("glCallList"); + glad_glCallLists = (PFNGLCALLLISTSPROC)load("glCallLists"); + glad_glDeleteLists = (PFNGLDELETELISTSPROC)load("glDeleteLists"); + glad_glGenLists = (PFNGLGENLISTSPROC)load("glGenLists"); + glad_glListBase = (PFNGLLISTBASEPROC)load("glListBase"); + glad_glBegin = (PFNGLBEGINPROC)load("glBegin"); + glad_glBitmap = (PFNGLBITMAPPROC)load("glBitmap"); + glad_glColor3b = (PFNGLCOLOR3BPROC)load("glColor3b"); + glad_glColor3bv = (PFNGLCOLOR3BVPROC)load("glColor3bv"); + glad_glColor3d = (PFNGLCOLOR3DPROC)load("glColor3d"); + glad_glColor3dv = (PFNGLCOLOR3DVPROC)load("glColor3dv"); + glad_glColor3f = (PFNGLCOLOR3FPROC)load("glColor3f"); + glad_glColor3fv = (PFNGLCOLOR3FVPROC)load("glColor3fv"); + glad_glColor3i = (PFNGLCOLOR3IPROC)load("glColor3i"); + glad_glColor3iv = (PFNGLCOLOR3IVPROC)load("glColor3iv"); + glad_glColor3s = (PFNGLCOLOR3SPROC)load("glColor3s"); + glad_glColor3sv = (PFNGLCOLOR3SVPROC)load("glColor3sv"); + glad_glColor3ub = (PFNGLCOLOR3UBPROC)load("glColor3ub"); + glad_glColor3ubv = (PFNGLCOLOR3UBVPROC)load("glColor3ubv"); + glad_glColor3ui = (PFNGLCOLOR3UIPROC)load("glColor3ui"); + glad_glColor3uiv = (PFNGLCOLOR3UIVPROC)load("glColor3uiv"); + glad_glColor3us = (PFNGLCOLOR3USPROC)load("glColor3us"); + glad_glColor3usv = (PFNGLCOLOR3USVPROC)load("glColor3usv"); + glad_glColor4b = (PFNGLCOLOR4BPROC)load("glColor4b"); + glad_glColor4bv = (PFNGLCOLOR4BVPROC)load("glColor4bv"); + glad_glColor4d = (PFNGLCOLOR4DPROC)load("glColor4d"); + glad_glColor4dv = (PFNGLCOLOR4DVPROC)load("glColor4dv"); + glad_glColor4f = (PFNGLCOLOR4FPROC)load("glColor4f"); + glad_glColor4fv = (PFNGLCOLOR4FVPROC)load("glColor4fv"); + glad_glColor4i = (PFNGLCOLOR4IPROC)load("glColor4i"); + glad_glColor4iv = (PFNGLCOLOR4IVPROC)load("glColor4iv"); + glad_glColor4s = (PFNGLCOLOR4SPROC)load("glColor4s"); + glad_glColor4sv = (PFNGLCOLOR4SVPROC)load("glColor4sv"); + glad_glColor4ub = (PFNGLCOLOR4UBPROC)load("glColor4ub"); + glad_glColor4ubv = (PFNGLCOLOR4UBVPROC)load("glColor4ubv"); + glad_glColor4ui = (PFNGLCOLOR4UIPROC)load("glColor4ui"); + glad_glColor4uiv = (PFNGLCOLOR4UIVPROC)load("glColor4uiv"); + glad_glColor4us = (PFNGLCOLOR4USPROC)load("glColor4us"); + glad_glColor4usv = (PFNGLCOLOR4USVPROC)load("glColor4usv"); + glad_glEdgeFlag = (PFNGLEDGEFLAGPROC)load("glEdgeFlag"); + glad_glEdgeFlagv = (PFNGLEDGEFLAGVPROC)load("glEdgeFlagv"); + glad_glEnd = (PFNGLENDPROC)load("glEnd"); + glad_glIndexd = (PFNGLINDEXDPROC)load("glIndexd"); + glad_glIndexdv = (PFNGLINDEXDVPROC)load("glIndexdv"); + glad_glIndexf = (PFNGLINDEXFPROC)load("glIndexf"); + glad_glIndexfv = (PFNGLINDEXFVPROC)load("glIndexfv"); + glad_glIndexi = (PFNGLINDEXIPROC)load("glIndexi"); + glad_glIndexiv = (PFNGLINDEXIVPROC)load("glIndexiv"); + glad_glIndexs = (PFNGLINDEXSPROC)load("glIndexs"); + glad_glIndexsv = (PFNGLINDEXSVPROC)load("glIndexsv"); + glad_glNormal3b = (PFNGLNORMAL3BPROC)load("glNormal3b"); + glad_glNormal3bv = (PFNGLNORMAL3BVPROC)load("glNormal3bv"); + glad_glNormal3d = (PFNGLNORMAL3DPROC)load("glNormal3d"); + glad_glNormal3dv = (PFNGLNORMAL3DVPROC)load("glNormal3dv"); + glad_glNormal3f = (PFNGLNORMAL3FPROC)load("glNormal3f"); + glad_glNormal3fv = (PFNGLNORMAL3FVPROC)load("glNormal3fv"); + glad_glNormal3i = (PFNGLNORMAL3IPROC)load("glNormal3i"); + glad_glNormal3iv = (PFNGLNORMAL3IVPROC)load("glNormal3iv"); + glad_glNormal3s = (PFNGLNORMAL3SPROC)load("glNormal3s"); + glad_glNormal3sv = (PFNGLNORMAL3SVPROC)load("glNormal3sv"); + glad_glRasterPos2d = (PFNGLRASTERPOS2DPROC)load("glRasterPos2d"); + glad_glRasterPos2dv = (PFNGLRASTERPOS2DVPROC)load("glRasterPos2dv"); + glad_glRasterPos2f = (PFNGLRASTERPOS2FPROC)load("glRasterPos2f"); + glad_glRasterPos2fv = (PFNGLRASTERPOS2FVPROC)load("glRasterPos2fv"); + glad_glRasterPos2i = (PFNGLRASTERPOS2IPROC)load("glRasterPos2i"); + glad_glRasterPos2iv = (PFNGLRASTERPOS2IVPROC)load("glRasterPos2iv"); + glad_glRasterPos2s = (PFNGLRASTERPOS2SPROC)load("glRasterPos2s"); + glad_glRasterPos2sv = (PFNGLRASTERPOS2SVPROC)load("glRasterPos2sv"); + glad_glRasterPos3d = (PFNGLRASTERPOS3DPROC)load("glRasterPos3d"); + glad_glRasterPos3dv = (PFNGLRASTERPOS3DVPROC)load("glRasterPos3dv"); + glad_glRasterPos3f = (PFNGLRASTERPOS3FPROC)load("glRasterPos3f"); + glad_glRasterPos3fv = (PFNGLRASTERPOS3FVPROC)load("glRasterPos3fv"); + glad_glRasterPos3i = (PFNGLRASTERPOS3IPROC)load("glRasterPos3i"); + glad_glRasterPos3iv = (PFNGLRASTERPOS3IVPROC)load("glRasterPos3iv"); + glad_glRasterPos3s = (PFNGLRASTERPOS3SPROC)load("glRasterPos3s"); + glad_glRasterPos3sv = (PFNGLRASTERPOS3SVPROC)load("glRasterPos3sv"); + glad_glRasterPos4d = (PFNGLRASTERPOS4DPROC)load("glRasterPos4d"); + glad_glRasterPos4dv = (PFNGLRASTERPOS4DVPROC)load("glRasterPos4dv"); + glad_glRasterPos4f = (PFNGLRASTERPOS4FPROC)load("glRasterPos4f"); + glad_glRasterPos4fv = (PFNGLRASTERPOS4FVPROC)load("glRasterPos4fv"); + glad_glRasterPos4i = (PFNGLRASTERPOS4IPROC)load("glRasterPos4i"); + glad_glRasterPos4iv = (PFNGLRASTERPOS4IVPROC)load("glRasterPos4iv"); + glad_glRasterPos4s = (PFNGLRASTERPOS4SPROC)load("glRasterPos4s"); + glad_glRasterPos4sv = (PFNGLRASTERPOS4SVPROC)load("glRasterPos4sv"); + glad_glRectd = (PFNGLRECTDPROC)load("glRectd"); + glad_glRectdv = (PFNGLRECTDVPROC)load("glRectdv"); + glad_glRectf = (PFNGLRECTFPROC)load("glRectf"); + glad_glRectfv = (PFNGLRECTFVPROC)load("glRectfv"); + glad_glRecti = (PFNGLRECTIPROC)load("glRecti"); + glad_glRectiv = (PFNGLRECTIVPROC)load("glRectiv"); + glad_glRects = (PFNGLRECTSPROC)load("glRects"); + glad_glRectsv = (PFNGLRECTSVPROC)load("glRectsv"); + glad_glTexCoord1d = (PFNGLTEXCOORD1DPROC)load("glTexCoord1d"); + glad_glTexCoord1dv = (PFNGLTEXCOORD1DVPROC)load("glTexCoord1dv"); + glad_glTexCoord1f = (PFNGLTEXCOORD1FPROC)load("glTexCoord1f"); + glad_glTexCoord1fv = (PFNGLTEXCOORD1FVPROC)load("glTexCoord1fv"); + glad_glTexCoord1i = (PFNGLTEXCOORD1IPROC)load("glTexCoord1i"); + glad_glTexCoord1iv = (PFNGLTEXCOORD1IVPROC)load("glTexCoord1iv"); + glad_glTexCoord1s = (PFNGLTEXCOORD1SPROC)load("glTexCoord1s"); + glad_glTexCoord1sv = (PFNGLTEXCOORD1SVPROC)load("glTexCoord1sv"); + glad_glTexCoord2d = (PFNGLTEXCOORD2DPROC)load("glTexCoord2d"); + glad_glTexCoord2dv = (PFNGLTEXCOORD2DVPROC)load("glTexCoord2dv"); + glad_glTexCoord2f = (PFNGLTEXCOORD2FPROC)load("glTexCoord2f"); + glad_glTexCoord2fv = (PFNGLTEXCOORD2FVPROC)load("glTexCoord2fv"); + glad_glTexCoord2i = (PFNGLTEXCOORD2IPROC)load("glTexCoord2i"); + glad_glTexCoord2iv = (PFNGLTEXCOORD2IVPROC)load("glTexCoord2iv"); + glad_glTexCoord2s = (PFNGLTEXCOORD2SPROC)load("glTexCoord2s"); + glad_glTexCoord2sv = (PFNGLTEXCOORD2SVPROC)load("glTexCoord2sv"); + glad_glTexCoord3d = (PFNGLTEXCOORD3DPROC)load("glTexCoord3d"); + glad_glTexCoord3dv = (PFNGLTEXCOORD3DVPROC)load("glTexCoord3dv"); + glad_glTexCoord3f = (PFNGLTEXCOORD3FPROC)load("glTexCoord3f"); + glad_glTexCoord3fv = (PFNGLTEXCOORD3FVPROC)load("glTexCoord3fv"); + glad_glTexCoord3i = (PFNGLTEXCOORD3IPROC)load("glTexCoord3i"); + glad_glTexCoord3iv = (PFNGLTEXCOORD3IVPROC)load("glTexCoord3iv"); + glad_glTexCoord3s = (PFNGLTEXCOORD3SPROC)load("glTexCoord3s"); + glad_glTexCoord3sv = (PFNGLTEXCOORD3SVPROC)load("glTexCoord3sv"); + glad_glTexCoord4d = (PFNGLTEXCOORD4DPROC)load("glTexCoord4d"); + glad_glTexCoord4dv = (PFNGLTEXCOORD4DVPROC)load("glTexCoord4dv"); + glad_glTexCoord4f = (PFNGLTEXCOORD4FPROC)load("glTexCoord4f"); + glad_glTexCoord4fv = (PFNGLTEXCOORD4FVPROC)load("glTexCoord4fv"); + glad_glTexCoord4i = (PFNGLTEXCOORD4IPROC)load("glTexCoord4i"); + glad_glTexCoord4iv = (PFNGLTEXCOORD4IVPROC)load("glTexCoord4iv"); + glad_glTexCoord4s = (PFNGLTEXCOORD4SPROC)load("glTexCoord4s"); + glad_glTexCoord4sv = (PFNGLTEXCOORD4SVPROC)load("glTexCoord4sv"); + glad_glVertex2d = (PFNGLVERTEX2DPROC)load("glVertex2d"); + glad_glVertex2dv = (PFNGLVERTEX2DVPROC)load("glVertex2dv"); + glad_glVertex2f = (PFNGLVERTEX2FPROC)load("glVertex2f"); + glad_glVertex2fv = (PFNGLVERTEX2FVPROC)load("glVertex2fv"); + glad_glVertex2i = (PFNGLVERTEX2IPROC)load("glVertex2i"); + glad_glVertex2iv = (PFNGLVERTEX2IVPROC)load("glVertex2iv"); + glad_glVertex2s = (PFNGLVERTEX2SPROC)load("glVertex2s"); + glad_glVertex2sv = (PFNGLVERTEX2SVPROC)load("glVertex2sv"); + glad_glVertex3d = (PFNGLVERTEX3DPROC)load("glVertex3d"); + glad_glVertex3dv = (PFNGLVERTEX3DVPROC)load("glVertex3dv"); + glad_glVertex3f = (PFNGLVERTEX3FPROC)load("glVertex3f"); + glad_glVertex3fv = (PFNGLVERTEX3FVPROC)load("glVertex3fv"); + glad_glVertex3i = (PFNGLVERTEX3IPROC)load("glVertex3i"); + glad_glVertex3iv = (PFNGLVERTEX3IVPROC)load("glVertex3iv"); + glad_glVertex3s = (PFNGLVERTEX3SPROC)load("glVertex3s"); + glad_glVertex3sv = (PFNGLVERTEX3SVPROC)load("glVertex3sv"); + glad_glVertex4d = (PFNGLVERTEX4DPROC)load("glVertex4d"); + glad_glVertex4dv = (PFNGLVERTEX4DVPROC)load("glVertex4dv"); + glad_glVertex4f = (PFNGLVERTEX4FPROC)load("glVertex4f"); + glad_glVertex4fv = (PFNGLVERTEX4FVPROC)load("glVertex4fv"); + glad_glVertex4i = (PFNGLVERTEX4IPROC)load("glVertex4i"); + glad_glVertex4iv = (PFNGLVERTEX4IVPROC)load("glVertex4iv"); + glad_glVertex4s = (PFNGLVERTEX4SPROC)load("glVertex4s"); + glad_glVertex4sv = (PFNGLVERTEX4SVPROC)load("glVertex4sv"); + glad_glClipPlane = (PFNGLCLIPPLANEPROC)load("glClipPlane"); + glad_glColorMaterial = (PFNGLCOLORMATERIALPROC)load("glColorMaterial"); + glad_glFogf = (PFNGLFOGFPROC)load("glFogf"); + glad_glFogfv = (PFNGLFOGFVPROC)load("glFogfv"); + glad_glFogi = (PFNGLFOGIPROC)load("glFogi"); + glad_glFogiv = (PFNGLFOGIVPROC)load("glFogiv"); + glad_glLightf = (PFNGLLIGHTFPROC)load("glLightf"); + glad_glLightfv = (PFNGLLIGHTFVPROC)load("glLightfv"); + glad_glLighti = (PFNGLLIGHTIPROC)load("glLighti"); + glad_glLightiv = (PFNGLLIGHTIVPROC)load("glLightiv"); + glad_glLightModelf = (PFNGLLIGHTMODELFPROC)load("glLightModelf"); + glad_glLightModelfv = (PFNGLLIGHTMODELFVPROC)load("glLightModelfv"); + glad_glLightModeli = (PFNGLLIGHTMODELIPROC)load("glLightModeli"); + glad_glLightModeliv = (PFNGLLIGHTMODELIVPROC)load("glLightModeliv"); + glad_glLineStipple = (PFNGLLINESTIPPLEPROC)load("glLineStipple"); + glad_glMaterialf = (PFNGLMATERIALFPROC)load("glMaterialf"); + glad_glMaterialfv = (PFNGLMATERIALFVPROC)load("glMaterialfv"); + glad_glMateriali = (PFNGLMATERIALIPROC)load("glMateriali"); + glad_glMaterialiv = (PFNGLMATERIALIVPROC)load("glMaterialiv"); + glad_glPolygonStipple = (PFNGLPOLYGONSTIPPLEPROC)load("glPolygonStipple"); + glad_glShadeModel = (PFNGLSHADEMODELPROC)load("glShadeModel"); + glad_glTexEnvf = (PFNGLTEXENVFPROC)load("glTexEnvf"); + glad_glTexEnvfv = (PFNGLTEXENVFVPROC)load("glTexEnvfv"); + glad_glTexEnvi = (PFNGLTEXENVIPROC)load("glTexEnvi"); + glad_glTexEnviv = (PFNGLTEXENVIVPROC)load("glTexEnviv"); + glad_glTexGend = (PFNGLTEXGENDPROC)load("glTexGend"); + glad_glTexGendv = (PFNGLTEXGENDVPROC)load("glTexGendv"); + glad_glTexGenf = (PFNGLTEXGENFPROC)load("glTexGenf"); + glad_glTexGenfv = (PFNGLTEXGENFVPROC)load("glTexGenfv"); + glad_glTexGeni = (PFNGLTEXGENIPROC)load("glTexGeni"); + glad_glTexGeniv = (PFNGLTEXGENIVPROC)load("glTexGeniv"); + glad_glFeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC)load("glFeedbackBuffer"); + glad_glSelectBuffer = (PFNGLSELECTBUFFERPROC)load("glSelectBuffer"); + glad_glRenderMode = (PFNGLRENDERMODEPROC)load("glRenderMode"); + glad_glInitNames = (PFNGLINITNAMESPROC)load("glInitNames"); + glad_glLoadName = (PFNGLLOADNAMEPROC)load("glLoadName"); + glad_glPassThrough = (PFNGLPASSTHROUGHPROC)load("glPassThrough"); + glad_glPopName = (PFNGLPOPNAMEPROC)load("glPopName"); + glad_glPushName = (PFNGLPUSHNAMEPROC)load("glPushName"); + glad_glClearAccum = (PFNGLCLEARACCUMPROC)load("glClearAccum"); + glad_glClearIndex = (PFNGLCLEARINDEXPROC)load("glClearIndex"); + glad_glIndexMask = (PFNGLINDEXMASKPROC)load("glIndexMask"); + glad_glAccum = (PFNGLACCUMPROC)load("glAccum"); + glad_glPopAttrib = (PFNGLPOPATTRIBPROC)load("glPopAttrib"); + glad_glPushAttrib = (PFNGLPUSHATTRIBPROC)load("glPushAttrib"); + glad_glMap1d = (PFNGLMAP1DPROC)load("glMap1d"); + glad_glMap1f = (PFNGLMAP1FPROC)load("glMap1f"); + glad_glMap2d = (PFNGLMAP2DPROC)load("glMap2d"); + glad_glMap2f = (PFNGLMAP2FPROC)load("glMap2f"); + glad_glMapGrid1d = (PFNGLMAPGRID1DPROC)load("glMapGrid1d"); + glad_glMapGrid1f = (PFNGLMAPGRID1FPROC)load("glMapGrid1f"); + glad_glMapGrid2d = (PFNGLMAPGRID2DPROC)load("glMapGrid2d"); + glad_glMapGrid2f = (PFNGLMAPGRID2FPROC)load("glMapGrid2f"); + glad_glEvalCoord1d = (PFNGLEVALCOORD1DPROC)load("glEvalCoord1d"); + glad_glEvalCoord1dv = (PFNGLEVALCOORD1DVPROC)load("glEvalCoord1dv"); + glad_glEvalCoord1f = (PFNGLEVALCOORD1FPROC)load("glEvalCoord1f"); + glad_glEvalCoord1fv = (PFNGLEVALCOORD1FVPROC)load("glEvalCoord1fv"); + glad_glEvalCoord2d = (PFNGLEVALCOORD2DPROC)load("glEvalCoord2d"); + glad_glEvalCoord2dv = (PFNGLEVALCOORD2DVPROC)load("glEvalCoord2dv"); + glad_glEvalCoord2f = (PFNGLEVALCOORD2FPROC)load("glEvalCoord2f"); + glad_glEvalCoord2fv = (PFNGLEVALCOORD2FVPROC)load("glEvalCoord2fv"); + glad_glEvalMesh1 = (PFNGLEVALMESH1PROC)load("glEvalMesh1"); + glad_glEvalPoint1 = (PFNGLEVALPOINT1PROC)load("glEvalPoint1"); + glad_glEvalMesh2 = (PFNGLEVALMESH2PROC)load("glEvalMesh2"); + glad_glEvalPoint2 = (PFNGLEVALPOINT2PROC)load("glEvalPoint2"); + glad_glAlphaFunc = (PFNGLALPHAFUNCPROC)load("glAlphaFunc"); + glad_glPixelZoom = (PFNGLPIXELZOOMPROC)load("glPixelZoom"); + glad_glPixelTransferf = (PFNGLPIXELTRANSFERFPROC)load("glPixelTransferf"); + glad_glPixelTransferi = (PFNGLPIXELTRANSFERIPROC)load("glPixelTransferi"); + glad_glPixelMapfv = (PFNGLPIXELMAPFVPROC)load("glPixelMapfv"); + glad_glPixelMapuiv = (PFNGLPIXELMAPUIVPROC)load("glPixelMapuiv"); + glad_glPixelMapusv = (PFNGLPIXELMAPUSVPROC)load("glPixelMapusv"); + glad_glCopyPixels = (PFNGLCOPYPIXELSPROC)load("glCopyPixels"); + glad_glDrawPixels = (PFNGLDRAWPIXELSPROC)load("glDrawPixels"); + glad_glGetClipPlane = (PFNGLGETCLIPPLANEPROC)load("glGetClipPlane"); + glad_glGetLightfv = (PFNGLGETLIGHTFVPROC)load("glGetLightfv"); + glad_glGetLightiv = (PFNGLGETLIGHTIVPROC)load("glGetLightiv"); + glad_glGetMapdv = (PFNGLGETMAPDVPROC)load("glGetMapdv"); + glad_glGetMapfv = (PFNGLGETMAPFVPROC)load("glGetMapfv"); + glad_glGetMapiv = (PFNGLGETMAPIVPROC)load("glGetMapiv"); + glad_glGetMaterialfv = (PFNGLGETMATERIALFVPROC)load("glGetMaterialfv"); + glad_glGetMaterialiv = (PFNGLGETMATERIALIVPROC)load("glGetMaterialiv"); + glad_glGetPixelMapfv = (PFNGLGETPIXELMAPFVPROC)load("glGetPixelMapfv"); + glad_glGetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC)load("glGetPixelMapuiv"); + glad_glGetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC)load("glGetPixelMapusv"); + glad_glGetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC)load("glGetPolygonStipple"); + glad_glGetTexEnvfv = (PFNGLGETTEXENVFVPROC)load("glGetTexEnvfv"); + glad_glGetTexEnviv = (PFNGLGETTEXENVIVPROC)load("glGetTexEnviv"); + glad_glGetTexGendv = (PFNGLGETTEXGENDVPROC)load("glGetTexGendv"); + glad_glGetTexGenfv = (PFNGLGETTEXGENFVPROC)load("glGetTexGenfv"); + glad_glGetTexGeniv = (PFNGLGETTEXGENIVPROC)load("glGetTexGeniv"); + glad_glIsList = (PFNGLISLISTPROC)load("glIsList"); + glad_glFrustum = (PFNGLFRUSTUMPROC)load("glFrustum"); + glad_glLoadIdentity = (PFNGLLOADIDENTITYPROC)load("glLoadIdentity"); + glad_glLoadMatrixf = (PFNGLLOADMATRIXFPROC)load("glLoadMatrixf"); + glad_glLoadMatrixd = (PFNGLLOADMATRIXDPROC)load("glLoadMatrixd"); + glad_glMatrixMode = (PFNGLMATRIXMODEPROC)load("glMatrixMode"); + glad_glMultMatrixf = (PFNGLMULTMATRIXFPROC)load("glMultMatrixf"); + glad_glMultMatrixd = (PFNGLMULTMATRIXDPROC)load("glMultMatrixd"); + glad_glOrtho = (PFNGLORTHOPROC)load("glOrtho"); + glad_glPopMatrix = (PFNGLPOPMATRIXPROC)load("glPopMatrix"); + glad_glPushMatrix = (PFNGLPUSHMATRIXPROC)load("glPushMatrix"); + glad_glRotated = (PFNGLROTATEDPROC)load("glRotated"); + glad_glRotatef = (PFNGLROTATEFPROC)load("glRotatef"); + glad_glScaled = (PFNGLSCALEDPROC)load("glScaled"); + glad_glScalef = (PFNGLSCALEFPROC)load("glScalef"); + glad_glTranslated = (PFNGLTRANSLATEDPROC)load("glTranslated"); + glad_glTranslatef = (PFNGLTRANSLATEFPROC)load("glTranslatef"); +} +static void load_GL_VERSION_1_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_1) return; + glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); + glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); + glad_glGetPointerv = (PFNGLGETPOINTERVPROC)load("glGetPointerv"); + glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); + glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D"); + glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); + glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D"); + glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); + glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D"); + glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); + glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); + glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); + glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); + glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); + glad_glArrayElement = (PFNGLARRAYELEMENTPROC)load("glArrayElement"); + glad_glColorPointer = (PFNGLCOLORPOINTERPROC)load("glColorPointer"); + glad_glDisableClientState = (PFNGLDISABLECLIENTSTATEPROC)load("glDisableClientState"); + glad_glEdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC)load("glEdgeFlagPointer"); + glad_glEnableClientState = (PFNGLENABLECLIENTSTATEPROC)load("glEnableClientState"); + glad_glIndexPointer = (PFNGLINDEXPOINTERPROC)load("glIndexPointer"); + glad_glInterleavedArrays = (PFNGLINTERLEAVEDARRAYSPROC)load("glInterleavedArrays"); + glad_glNormalPointer = (PFNGLNORMALPOINTERPROC)load("glNormalPointer"); + glad_glTexCoordPointer = (PFNGLTEXCOORDPOINTERPROC)load("glTexCoordPointer"); + glad_glVertexPointer = (PFNGLVERTEXPOINTERPROC)load("glVertexPointer"); + glad_glAreTexturesResident = (PFNGLARETEXTURESRESIDENTPROC)load("glAreTexturesResident"); + glad_glPrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC)load("glPrioritizeTextures"); + glad_glIndexub = (PFNGLINDEXUBPROC)load("glIndexub"); + glad_glIndexubv = (PFNGLINDEXUBVPROC)load("glIndexubv"); + glad_glPopClientAttrib = (PFNGLPOPCLIENTATTRIBPROC)load("glPopClientAttrib"); + glad_glPushClientAttrib = (PFNGLPUSHCLIENTATTRIBPROC)load("glPushClientAttrib"); +} +static void load_GL_VERSION_1_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_2) return; + glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); + glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); + glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); + glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); +} +static void load_GL_VERSION_1_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_3) return; + glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); + glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); + glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); + glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); + glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D"); + glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); + glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); + glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); + glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); + glad_glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)load("glClientActiveTexture"); + glad_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)load("glMultiTexCoord1d"); + glad_glMultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC)load("glMultiTexCoord1dv"); + glad_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)load("glMultiTexCoord1f"); + glad_glMultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC)load("glMultiTexCoord1fv"); + glad_glMultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC)load("glMultiTexCoord1i"); + glad_glMultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC)load("glMultiTexCoord1iv"); + glad_glMultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC)load("glMultiTexCoord1s"); + glad_glMultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC)load("glMultiTexCoord1sv"); + glad_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)load("glMultiTexCoord2d"); + glad_glMultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC)load("glMultiTexCoord2dv"); + glad_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)load("glMultiTexCoord2f"); + glad_glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC)load("glMultiTexCoord2fv"); + glad_glMultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC)load("glMultiTexCoord2i"); + glad_glMultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC)load("glMultiTexCoord2iv"); + glad_glMultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC)load("glMultiTexCoord2s"); + glad_glMultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC)load("glMultiTexCoord2sv"); + glad_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)load("glMultiTexCoord3d"); + glad_glMultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC)load("glMultiTexCoord3dv"); + glad_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)load("glMultiTexCoord3f"); + glad_glMultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC)load("glMultiTexCoord3fv"); + glad_glMultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC)load("glMultiTexCoord3i"); + glad_glMultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC)load("glMultiTexCoord3iv"); + glad_glMultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC)load("glMultiTexCoord3s"); + glad_glMultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC)load("glMultiTexCoord3sv"); + glad_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)load("glMultiTexCoord4d"); + glad_glMultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC)load("glMultiTexCoord4dv"); + glad_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)load("glMultiTexCoord4f"); + glad_glMultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC)load("glMultiTexCoord4fv"); + glad_glMultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC)load("glMultiTexCoord4i"); + glad_glMultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC)load("glMultiTexCoord4iv"); + glad_glMultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC)load("glMultiTexCoord4s"); + glad_glMultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC)load("glMultiTexCoord4sv"); + glad_glLoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC)load("glLoadTransposeMatrixf"); + glad_glLoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC)load("glLoadTransposeMatrixd"); + glad_glMultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC)load("glMultTransposeMatrixf"); + glad_glMultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC)load("glMultTransposeMatrixd"); +} +static void load_GL_VERSION_1_4(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_4) return; + glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); + glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays"); + glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements"); + glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf"); + glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv"); + glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri"); + glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv"); + glad_glFogCoordf = 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glad_glSecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC)load("glSecondaryColor3s"); + glad_glSecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC)load("glSecondaryColor3sv"); + glad_glSecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC)load("glSecondaryColor3ub"); + glad_glSecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC)load("glSecondaryColor3ubv"); + glad_glSecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC)load("glSecondaryColor3ui"); + glad_glSecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC)load("glSecondaryColor3uiv"); + glad_glSecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC)load("glSecondaryColor3us"); + glad_glSecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC)load("glSecondaryColor3usv"); + glad_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)load("glSecondaryColorPointer"); + glad_glWindowPos2d = (PFNGLWINDOWPOS2DPROC)load("glWindowPos2d"); + glad_glWindowPos2dv = (PFNGLWINDOWPOS2DVPROC)load("glWindowPos2dv"); + glad_glWindowPos2f = (PFNGLWINDOWPOS2FPROC)load("glWindowPos2f"); + glad_glWindowPos2fv = (PFNGLWINDOWPOS2FVPROC)load("glWindowPos2fv"); + glad_glWindowPos2i = (PFNGLWINDOWPOS2IPROC)load("glWindowPos2i"); + glad_glWindowPos2iv = (PFNGLWINDOWPOS2IVPROC)load("glWindowPos2iv"); + glad_glWindowPos2s = (PFNGLWINDOWPOS2SPROC)load("glWindowPos2s"); + glad_glWindowPos2sv = (PFNGLWINDOWPOS2SVPROC)load("glWindowPos2sv"); + glad_glWindowPos3d = (PFNGLWINDOWPOS3DPROC)load("glWindowPos3d"); + glad_glWindowPos3dv = (PFNGLWINDOWPOS3DVPROC)load("glWindowPos3dv"); + glad_glWindowPos3f = (PFNGLWINDOWPOS3FPROC)load("glWindowPos3f"); + glad_glWindowPos3fv = (PFNGLWINDOWPOS3FVPROC)load("glWindowPos3fv"); + glad_glWindowPos3i = (PFNGLWINDOWPOS3IPROC)load("glWindowPos3i"); + glad_glWindowPos3iv = (PFNGLWINDOWPOS3IVPROC)load("glWindowPos3iv"); + glad_glWindowPos3s = (PFNGLWINDOWPOS3SPROC)load("glWindowPos3s"); + glad_glWindowPos3sv = (PFNGLWINDOWPOS3SVPROC)load("glWindowPos3sv"); + glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); + glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); +} +static void load_GL_VERSION_1_5(GLADloadproc load) { + if(!GLAD_GL_VERSION_1_5) return; + glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); + glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); + glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); + glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); + glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); + glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); + glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv"); + glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); + glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); + glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); + glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); + glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); + glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); + glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); + glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData"); + glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer"); + glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); + glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); + glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); +} +static void load_GL_VERSION_2_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_0) return; + glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); + glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); + glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); + glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); + glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); + glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); + glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); + glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); + glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); + glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); + glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); + glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); + glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); + glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); + glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); + glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); + glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); + glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); + glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); + glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); + glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); + glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); + glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); + glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); + glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); + glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); + glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); + glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv"); + glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); + glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); + glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); + glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); + glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); + glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); + glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); + glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); + glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); + glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); + glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); + glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); + glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); + glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); + glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); + glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); + glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); + glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); + glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); + glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); + glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); + glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); + glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); + glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); + glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); + glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); + glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); + glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); + glad_glVertexAttrib1d = 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glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv"); + glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); + glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); + glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s"); + glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv"); + glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv"); + glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv"); + glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv"); + glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub"); + glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv"); + glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv"); + glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv"); + glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv"); + glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d"); + glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv"); + glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); + glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); + glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv"); + glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s"); + glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv"); + glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv"); + glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv"); + glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv"); + glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); +} +static void load_GL_VERSION_2_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_2_1) return; + glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); + glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); + glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); + glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); + glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); + glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); +} +static void load_GL_VERSION_3_0(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_0) return; + glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski"); + glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); + glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei"); + glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei"); + glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi"); + glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); + glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); + glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); + glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor"); + glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender"); + glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender"); + glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); + glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); + glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); + glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i"); + glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i"); + glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i"); + glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); + glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui"); + glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui"); + glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui"); + glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); + glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv"); + glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv"); + glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv"); + glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); + glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv"); + glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv"); + glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv"); + glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); + glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv"); + glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv"); + glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv"); + glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv"); + glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); + glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation"); + glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); + glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); + glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); + glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); + glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); + glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); + glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); + glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); + glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); + glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv"); + glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv"); + glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv"); + glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv"); + glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); + glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); + glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); + glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); + glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); + glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); + glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); + glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); + glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); + glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); + glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); + glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); + glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); + glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); + glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); + glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); + glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); + glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); + glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); + glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); + glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); + glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); + glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); + glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); + glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); + glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); + glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); + glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); + glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); + glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); + glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); +} +static void load_GL_VERSION_3_1(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_1) return; + glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); + glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); + glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer"); + glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex"); + glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); + glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); + glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); + glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); + glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); + glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); + glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); + glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); + glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); + glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); + glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); +} +static void load_GL_VERSION_3_2(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_2) return; + glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex"); + glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex"); + glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex"); + glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex"); + glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex"); + glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); + glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); + glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); + glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); + glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); + glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); + glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); + glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); + glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); + glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture"); + glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample"); + glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample"); + glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); + glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); +} +static void load_GL_VERSION_3_3(GLADloadproc load) { + if(!GLAD_GL_VERSION_3_3) return; + glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed"); + glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex"); + glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); + glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); + glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); + glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); + glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); + glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); + glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); + glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); + glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv"); + glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv"); + glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); + glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv"); + glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); + glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv"); + glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter"); + glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v"); + glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v"); + glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); + glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui"); + glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv"); + glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui"); + glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv"); + glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui"); + glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv"); + glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui"); + glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv"); + glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui"); + glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv"); + glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui"); + glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv"); + glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui"); + glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv"); + glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui"); + glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv"); + glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui"); + glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv"); + glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui"); + glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); + glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); + glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); + glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); + glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); + glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); + glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); + glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); + glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); + glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); + glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); + glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); + glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); + glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); + glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); + glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); + glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); + glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); + glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); +} +static void load_GL_ARB_debug_output(GLADloadproc load) { + if(!GLAD_GL_ARB_debug_output) return; + glad_glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC)load("glDebugMessageControlARB"); + glad_glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC)load("glDebugMessageInsertARB"); + glad_glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)load("glDebugMessageCallbackARB"); + glad_glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC)load("glGetDebugMessageLogARB"); +} +static int find_extensionsGL(void) { + if (!get_exts()) return 0; + GLAD_GL_ARB_debug_output = has_ext("GL_ARB_debug_output"); + free_exts(); + return 1; +} + +static void find_coreGL(void) { + + /* Thank you @elmindreda + * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 + * https://github.com/glfw/glfw/blob/master/src/context.c#L36 + */ + int i, major, minor; + + const char* version; + const char* prefixes[] = { + "OpenGL ES-CM ", + "OpenGL ES-CL ", + "OpenGL ES ", + NULL + }; + + version = (const char*) glGetString(GL_VERSION); + if (!version) return; + + for (i = 0; prefixes[i]; i++) { + const size_t length = strlen(prefixes[i]); + if (strncmp(version, prefixes[i], length) == 0) { + version += length; + break; + } + } + +/* PR #18 */ +#ifdef _MSC_VER + sscanf_s(version, "%d.%d", &major, &minor); +#else + sscanf(version, "%d.%d", &major, &minor); +#endif + + GLVersion.major = major; GLVersion.minor = minor; + max_loaded_major = major; max_loaded_minor = minor; + GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; + GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; + GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; + GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; + GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; + GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; + GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; + GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; + GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; + GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; + GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; + GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; + if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 3)) { + max_loaded_major = 3; + max_loaded_minor = 3; + } +} + +int gladLoadGLLoader(GLADloadproc load) { + GLVersion.major = 0; GLVersion.minor = 0; + glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); + if(glGetString == NULL) return 0; + if(glGetString(GL_VERSION) == NULL) return 0; + find_coreGL(); + load_GL_VERSION_1_0(load); + load_GL_VERSION_1_1(load); + load_GL_VERSION_1_2(load); + load_GL_VERSION_1_3(load); + load_GL_VERSION_1_4(load); + load_GL_VERSION_1_5(load); + load_GL_VERSION_2_0(load); + load_GL_VERSION_2_1(load); + load_GL_VERSION_3_0(load); + load_GL_VERSION_3_1(load); + load_GL_VERSION_3_2(load); + load_GL_VERSION_3_3(load); + + if (!find_extensionsGL()) return 0; + load_GL_ARB_debug_output(load); + return GLVersion.major != 0 || GLVersion.minor != 0; +} + diff --git a/drivers/gl_context/glad/glad.h b/drivers/gl_context/glad/glad.h new file mode 100644 index 0000000000..7bb465f0ec --- /dev/null +++ b/drivers/gl_context/glad/glad.h @@ -0,0 +1,3681 @@ +/* + + OpenGL loader generated by glad 0.1.12a0 on Tue Nov 22 23:00:43 2016. + + Language/Generator: C/C++ + Specification: gl + APIs: gl=3.3 + Profile: compatibility + Extensions: + GL_ARB_debug_output + Loader: True + Local files: False + Omit khrplatform: False + + Commandline: + --profile="compatibility" --api="gl=3.3" --generator="c" --spec="gl" --extensions="GL_ARB_debug_output" + Online: + http://glad.dav1d.de/#profile=compatibility&language=c&specification=gl&loader=on&api=gl%3D3.3&extensions=GL_ARB_debug_output +*/ + + +#ifndef __glad_h_ +#define __glad_h_ + +#ifdef __gl_h_ +#error OpenGL header already included, remove this include, glad already provides it +#endif +#define __gl_h_ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include <windows.h> +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +struct gladGLversionStruct { + int major; + int minor; +}; + +typedef void* (* GLADloadproc)(const char *name); + +#ifndef GLAPI +# if defined(GLAD_GLAPI_EXPORT) +# if defined(WIN32) || defined(__CYGWIN__) +# if defined(GLAD_GLAPI_EXPORT_BUILD) +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllexport)) extern +# else +# define GLAPI __declspec(dllexport) extern +# endif +# else +# if defined(__GNUC__) +# define GLAPI __attribute__ ((dllimport)) extern +# else +# define GLAPI __declspec(dllimport) extern +# endif +# endif +# elif defined(__GNUC__) && defined(GLAD_GLAPI_EXPORT_BUILD) +# define GLAPI __attribute__ ((visibility ("default"))) extern +# else +# define GLAPI extern +# endif +# else +# define GLAPI extern +# endif +#endif + +GLAPI struct gladGLversionStruct GLVersion; + +GLAPI int gladLoadGL(void); + +GLAPI int gladLoadGLLoader(GLADloadproc); + +#include <stddef.h> +#include <gl_context/KHR/khrplatform.h> +#ifndef GLEXT_64_TYPES_DEFINED +/* This code block is duplicated in glxext.h, so must be protected */ +#define GLEXT_64_TYPES_DEFINED +/* Define int32_t, int64_t, and uint64_t types for UST/MSC */ +/* (as used in the GL_EXT_timer_query extension). */ +#if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L +#include <inttypes.h> +#elif defined(__sun__) || defined(__digital__) +#include <inttypes.h> +#if defined(__STDC__) +#if defined(__arch64__) || defined(_LP64) +typedef long int int64_t; +typedef unsigned long int uint64_t; +#else +typedef long long int int64_t; +typedef unsigned long long int uint64_t; +#endif /* __arch64__ */ +#endif /* __STDC__ */ +#elif defined( __VMS ) || defined(__sgi) +#include <inttypes.h> +#elif defined(__SCO__) || defined(__USLC__) +#include <stdint.h> +#elif defined(__UNIXOS2__) || defined(__SOL64__) +typedef long int int32_t; +typedef long long int int64_t; +typedef unsigned long long int uint64_t; +#elif defined(_WIN32) && defined(__GNUC__) +#include <stdint.h> +#elif defined(_WIN32) +typedef __int32 int32_t; +typedef __int64 int64_t; +typedef unsigned __int64 uint64_t; +#else +/* Fallback if nothing above works */ +#include <inttypes.h> +#endif +#endif +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef void GLvoid; +typedef signed char GLbyte; +typedef short GLshort; +typedef int GLint; +typedef int GLclampx; +typedef unsigned char GLubyte; +typedef unsigned short GLushort; +typedef unsigned int GLuint; +typedef int GLsizei; +typedef float GLfloat; +typedef float GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void *GLeglImageOES; +typedef char GLchar; +typedef char GLcharARB; +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif +typedef unsigned short GLhalfARB; +typedef unsigned short GLhalf; +typedef GLint GLfixed; +typedef ptrdiff_t GLintptr; +typedef ptrdiff_t GLsizeiptr; +typedef int64_t GLint64; +typedef uint64_t GLuint64; +typedef ptrdiff_t GLintptrARB; +typedef ptrdiff_t GLsizeiptrARB; +typedef int64_t GLint64EXT; +typedef uint64_t GLuint64EXT; +typedef struct __GLsync *GLsync; +struct _cl_context; +struct _cl_event; +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); +typedef unsigned short GLhalfNV; +typedef GLintptr GLvdpauSurfaceNV; +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_NONE 0 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_RANGE 0x0B12 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_RANGE 0x0B22 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_VIEWPORT 0x0BA2 +#define GL_DITHER 0x0BD0 +#define GL_BLEND_DST 0x0BE0 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND 0x0BE2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_READ_BUFFER 0x0C02 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_DOUBLE 0x140A +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_CLEAR 0x1500 +#define GL_AND 0x1501 +#define GL_AND_REVERSE 0x1502 +#define GL_COPY 0x1503 +#define GL_AND_INVERTED 0x1504 +#define GL_NOOP 0x1505 +#define GL_XOR 0x1506 +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_EQUIV 0x1509 +#define GL_INVERT 0x150A +#define GL_OR_REVERSE 0x150B +#define GL_COPY_INVERTED 0x150C +#define GL_OR_INVERTED 0x150D +#define GL_NAND 0x150E +#define GL_SET 0x150F +#define GL_TEXTURE 0x1702 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_STENCIL_INDEX 0x1901 +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_REPEAT 0x2901 +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_CURRENT_BIT 0x00000001 +#define GL_POINT_BIT 0x00000002 +#define GL_LINE_BIT 0x00000004 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_HINT_BIT 0x00008000 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON 0x0009 +#define GL_ACCUM 0x0100 +#define GL_LOAD 0x0101 +#define GL_RETURN 0x0102 +#define GL_MULT 0x0103 +#define GL_ADD 0x0104 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_2D 0x0600 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_POINT_TOKEN 0x0701 +#define GL_LINE_TOKEN 0x0702 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 +#define GL_COEFF 0x0A00 +#define GL_ORDER 0x0A01 +#define GL_DOMAIN 0x0A02 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_POINT_SMOOTH 0x0B10 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LIST_MODE 0x0B30 +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_INDEX 0x0B33 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_SHADE_MODEL 0x0B54 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_FOG 0x0B60 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_START 0x0B63 +#define GL_FOG_END 0x0B64 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_COLOR 0x0B66 +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_NORMALIZE 0x0BA1 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_FUNC 0x0BC1 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_LOGIC_OP 0x0BF1 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_INDEX_MODE 0x0C30 +#define GL_RGBA_MODE 0x0C31 +#define GL_RENDER_MODE 0x0C40 +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_FOG_HINT 0x0C54 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_STENCIL 0x0D11 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_BIAS 0x0D15 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GREEN_BIAS 0x0D19 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BLUE_BIAS 0x0D1B +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_BIAS 0x0D1F +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B +#define GL_INDEX_BITS 0x0D51 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_AUTO_NORMAL 0x0D80 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_INDEX_ARRAY 0x8077 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_AMBIENT 0x1200 +#define GL_DIFFUSE 0x1201 +#define GL_SPECULAR 0x1202 +#define GL_POSITION 0x1203 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 +#define GL_EMISSION 0x1600 +#define GL_SHININESS 0x1601 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_COLOR_INDEX 0x1900 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_BITMAP 0x1A00 +#define GL_RENDER 0x1C00 +#define GL_FEEDBACK 0x1C01 +#define GL_SELECT 0x1C02 +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 +#define GL_S 0x2000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 +#define GL_MODULATE 0x2100 +#define GL_DECAL 0x2101 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_ENV 0x2300 +#define GL_EYE_LINEAR 0x2400 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_SPHERE_MAP 0x2402 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_PLANE 0x2502 +#define GL_CLAMP 0x2900 +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_C3F_V3F 0x2A24 +#define GL_N3F_V3F 0x2A25 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_V4F 0x2A28 +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T4F_C4F_N3F_V4F 0x2A2D +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_RESCALE_NORMAL 0x803A +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_MULTISAMPLE_BIT 0x20000000 +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_SUBTRACT 0x84E7 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_GENERATE_MIPMAP 0x8191 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_FOG_COORDINATE_SOURCE 0x8450 +#define GL_FOG_COORDINATE 0x8451 +#define GL_FRAGMENT_DEPTH 0x8452 +#define GL_CURRENT_FOG_COORDINATE 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 +#define GL_FOG_COORDINATE_ARRAY 0x8457 +#define GL_COLOR_SUM 0x8458 +#define GL_CURRENT_SECONDARY_COLOR 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D +#define GL_SECONDARY_COLOR_ARRAY 0x845E +#define GL_TEXTURE_FILTER_CONTROL 0x8500 +#define GL_DEPTH_TEXTURE_MODE 0x884B +#define GL_COMPARE_R_TO_TEXTURE 0x884E +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SRC1_ALPHA 0x8589 +#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E +#define GL_FOG_COORD_SRC 0x8450 +#define GL_FOG_COORD 0x8451 +#define GL_CURRENT_FOG_COORD 0x8453 +#define GL_FOG_COORD_ARRAY_TYPE 0x8454 +#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORD_ARRAY_POINTER 0x8456 +#define GL_FOG_COORD_ARRAY 0x8457 +#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D +#define GL_SRC0_RGB 0x8580 +#define GL_SRC1_RGB 0x8581 +#define GL_SRC2_RGB 0x8582 +#define GL_SRC0_ALPHA 0x8588 +#define GL_SRC2_ALPHA 0x858A +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_POINT_SPRITE 0x8861 +#define GL_COORD_REPLACE 0x8862 +#define GL_MAX_TEXTURE_COORDS 0x8871 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F +#define GL_SLUMINANCE_ALPHA 0x8C44 +#define GL_SLUMINANCE8_ALPHA8 0x8C45 +#define GL_SLUMINANCE 0x8C46 +#define GL_SLUMINANCE8 0x8C47 +#define GL_COMPRESSED_SLUMINANCE 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_INDEX 0x8222 +#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_HALF_FLOAT 0x140B +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_CLAMP_VERTEX_COLOR 0x891A +#define GL_CLAMP_FRAGMENT_COLOR 0x891B +#define GL_ALPHA_INTEGER 0x8D97 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFF +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_DEPTH_CLAMP 0x864F +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_SRC1_COLOR 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_RGB10_A2UI 0x906F +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#define GL_INT_2_10_10_10_REV 0x8D9F +#ifndef GL_VERSION_1_0 +#define GL_VERSION_1_0 1 +GLAPI int GLAD_GL_VERSION_1_0; +typedef void (APIENTRYP PFNGLCULLFACEPROC)(GLenum mode); +GLAPI PFNGLCULLFACEPROC glad_glCullFace; +#define glCullFace glad_glCullFace +typedef void (APIENTRYP PFNGLFRONTFACEPROC)(GLenum mode); +GLAPI PFNGLFRONTFACEPROC glad_glFrontFace; +#define glFrontFace glad_glFrontFace +typedef void (APIENTRYP PFNGLHINTPROC)(GLenum target, GLenum mode); +GLAPI PFNGLHINTPROC glad_glHint; +#define glHint glad_glHint +typedef void (APIENTRYP PFNGLLINEWIDTHPROC)(GLfloat width); +GLAPI PFNGLLINEWIDTHPROC glad_glLineWidth; +#define glLineWidth glad_glLineWidth +typedef void (APIENTRYP PFNGLPOINTSIZEPROC)(GLfloat size); +GLAPI PFNGLPOINTSIZEPROC glad_glPointSize; +#define glPointSize glad_glPointSize +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC)(GLenum face, GLenum mode); +GLAPI PFNGLPOLYGONMODEPROC glad_glPolygonMode; +#define glPolygonMode glad_glPolygonMode +typedef void (APIENTRYP PFNGLSCISSORPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLSCISSORPROC glad_glScissor; +#define glScissor glad_glScissor +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXPARAMETERFPROC glad_glTexParameterf; +#define glTexParameterf glad_glTexParameterf +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv; +#define glTexParameterfv glad_glTexParameterfv +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXPARAMETERIPROC glad_glTexParameteri; +#define glTexParameteri glad_glTexParameteri +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv; +#define glTexParameteriv glad_glTexParameteriv +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE1DPROC glad_glTexImage1D; +#define glTexImage1D glad_glTexImage1D +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE2DPROC glad_glTexImage2D; +#define glTexImage2D glad_glTexImage2D +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC)(GLenum buf); +GLAPI PFNGLDRAWBUFFERPROC glad_glDrawBuffer; +#define glDrawBuffer glad_glDrawBuffer +typedef void (APIENTRYP PFNGLCLEARPROC)(GLbitfield mask); +GLAPI PFNGLCLEARPROC glad_glClear; +#define glClear glad_glClear +typedef void (APIENTRYP PFNGLCLEARCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARCOLORPROC glad_glClearColor; +#define glClearColor glad_glClearColor +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC)(GLint s); +GLAPI PFNGLCLEARSTENCILPROC glad_glClearStencil; +#define glClearStencil glad_glClearStencil +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC)(GLdouble depth); +GLAPI PFNGLCLEARDEPTHPROC glad_glClearDepth; +#define glClearDepth glad_glClearDepth +typedef void (APIENTRYP PFNGLSTENCILMASKPROC)(GLuint mask); +GLAPI PFNGLSTENCILMASKPROC glad_glStencilMask; +#define glStencilMask glad_glStencilMask +typedef void (APIENTRYP PFNGLCOLORMASKPROC)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI PFNGLCOLORMASKPROC glad_glColorMask; +#define glColorMask glad_glColorMask +typedef void (APIENTRYP PFNGLDEPTHMASKPROC)(GLboolean flag); +GLAPI PFNGLDEPTHMASKPROC glad_glDepthMask; +#define glDepthMask glad_glDepthMask +typedef void (APIENTRYP PFNGLDISABLEPROC)(GLenum cap); +GLAPI PFNGLDISABLEPROC glad_glDisable; +#define glDisable glad_glDisable +typedef void (APIENTRYP PFNGLENABLEPROC)(GLenum cap); +GLAPI PFNGLENABLEPROC glad_glEnable; +#define glEnable glad_glEnable +typedef void (APIENTRYP PFNGLFINISHPROC)(); +GLAPI PFNGLFINISHPROC glad_glFinish; +#define glFinish glad_glFinish +typedef void (APIENTRYP PFNGLFLUSHPROC)(); +GLAPI PFNGLFLUSHPROC glad_glFlush; +#define glFlush glad_glFlush +typedef void (APIENTRYP PFNGLBLENDFUNCPROC)(GLenum sfactor, GLenum dfactor); +GLAPI PFNGLBLENDFUNCPROC glad_glBlendFunc; +#define glBlendFunc glad_glBlendFunc +typedef void (APIENTRYP PFNGLLOGICOPPROC)(GLenum opcode); +GLAPI PFNGLLOGICOPPROC glad_glLogicOp; +#define glLogicOp glad_glLogicOp +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC)(GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCPROC glad_glStencilFunc; +#define glStencilFunc glad_glStencilFunc +typedef void (APIENTRYP PFNGLSTENCILOPPROC)(GLenum fail, GLenum zfail, GLenum zpass); +GLAPI PFNGLSTENCILOPPROC glad_glStencilOp; +#define glStencilOp glad_glStencilOp +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC)(GLenum func); +GLAPI PFNGLDEPTHFUNCPROC glad_glDepthFunc; +#define glDepthFunc glad_glDepthFunc +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELSTOREFPROC glad_glPixelStoref; +#define glPixelStoref glad_glPixelStoref +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELSTOREIPROC glad_glPixelStorei; +#define glPixelStorei glad_glPixelStorei +typedef void (APIENTRYP PFNGLREADBUFFERPROC)(GLenum src); +GLAPI PFNGLREADBUFFERPROC glad_glReadBuffer; +#define glReadBuffer glad_glReadBuffer +typedef void (APIENTRYP PFNGLREADPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLREADPIXELSPROC glad_glReadPixels; +#define glReadPixels glad_glReadPixels +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC)(GLenum pname, GLboolean *data); +GLAPI PFNGLGETBOOLEANVPROC glad_glGetBooleanv; +#define glGetBooleanv glad_glGetBooleanv +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC)(GLenum pname, GLdouble *data); +GLAPI PFNGLGETDOUBLEVPROC glad_glGetDoublev; +#define glGetDoublev glad_glGetDoublev +typedef GLenum (APIENTRYP PFNGLGETERRORPROC)(); +GLAPI PFNGLGETERRORPROC glad_glGetError; +#define glGetError glad_glGetError +typedef void (APIENTRYP PFNGLGETFLOATVPROC)(GLenum pname, GLfloat *data); +GLAPI PFNGLGETFLOATVPROC glad_glGetFloatv; +#define glGetFloatv glad_glGetFloatv +typedef void (APIENTRYP PFNGLGETINTEGERVPROC)(GLenum pname, GLint *data); +GLAPI PFNGLGETINTEGERVPROC glad_glGetIntegerv; +#define glGetIntegerv glad_glGetIntegerv +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC)(GLenum name); +GLAPI PFNGLGETSTRINGPROC glad_glGetString; +#define glGetString glad_glGetString +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC)(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI PFNGLGETTEXIMAGEPROC glad_glGetTexImage; +#define glGetTexImage glad_glGetTexImage +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv; +#define glGetTexParameterfv glad_glGetTexParameterfv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv; +#define glGetTexParameteriv glad_glGetTexParameteriv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC)(GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv; +#define glGetTexLevelParameterfv glad_glGetTexLevelParameterfv +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC)(GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv; +#define glGetTexLevelParameteriv glad_glGetTexLevelParameteriv +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC)(GLenum cap); +GLAPI PFNGLISENABLEDPROC glad_glIsEnabled; +#define glIsEnabled glad_glIsEnabled +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC)(GLdouble near, GLdouble far); +GLAPI PFNGLDEPTHRANGEPROC glad_glDepthRange; +#define glDepthRange glad_glDepthRange +typedef void (APIENTRYP PFNGLVIEWPORTPROC)(GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLVIEWPORTPROC glad_glViewport; +#define glViewport glad_glViewport +typedef void (APIENTRYP PFNGLNEWLISTPROC)(GLuint list, GLenum mode); +GLAPI PFNGLNEWLISTPROC glad_glNewList; +#define glNewList glad_glNewList +typedef void (APIENTRYP PFNGLENDLISTPROC)(); +GLAPI PFNGLENDLISTPROC glad_glEndList; +#define glEndList glad_glEndList +typedef void (APIENTRYP PFNGLCALLLISTPROC)(GLuint list); +GLAPI PFNGLCALLLISTPROC glad_glCallList; +#define glCallList glad_glCallList +typedef void (APIENTRYP PFNGLCALLLISTSPROC)(GLsizei n, GLenum type, const void *lists); +GLAPI PFNGLCALLLISTSPROC glad_glCallLists; +#define glCallLists glad_glCallLists +typedef void (APIENTRYP PFNGLDELETELISTSPROC)(GLuint list, GLsizei range); +GLAPI PFNGLDELETELISTSPROC glad_glDeleteLists; +#define glDeleteLists glad_glDeleteLists +typedef GLuint (APIENTRYP PFNGLGENLISTSPROC)(GLsizei range); +GLAPI PFNGLGENLISTSPROC glad_glGenLists; +#define glGenLists glad_glGenLists +typedef void (APIENTRYP PFNGLLISTBASEPROC)(GLuint base); +GLAPI PFNGLLISTBASEPROC glad_glListBase; +#define glListBase glad_glListBase +typedef void (APIENTRYP PFNGLBEGINPROC)(GLenum mode); +GLAPI PFNGLBEGINPROC glad_glBegin; +#define glBegin glad_glBegin +typedef void (APIENTRYP PFNGLBITMAPPROC)(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); +GLAPI PFNGLBITMAPPROC glad_glBitmap; +#define glBitmap glad_glBitmap +typedef void (APIENTRYP PFNGLCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +GLAPI PFNGLCOLOR3BPROC glad_glColor3b; +#define glColor3b glad_glColor3b +typedef void (APIENTRYP PFNGLCOLOR3BVPROC)(const GLbyte *v); +GLAPI PFNGLCOLOR3BVPROC glad_glColor3bv; +#define glColor3bv glad_glColor3bv +typedef void (APIENTRYP PFNGLCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +GLAPI PFNGLCOLOR3DPROC glad_glColor3d; +#define glColor3d glad_glColor3d +typedef void (APIENTRYP PFNGLCOLOR3DVPROC)(const GLdouble *v); +GLAPI PFNGLCOLOR3DVPROC glad_glColor3dv; +#define glColor3dv glad_glColor3dv +typedef void (APIENTRYP PFNGLCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +GLAPI PFNGLCOLOR3FPROC glad_glColor3f; +#define glColor3f glad_glColor3f +typedef void (APIENTRYP PFNGLCOLOR3FVPROC)(const GLfloat *v); +GLAPI PFNGLCOLOR3FVPROC glad_glColor3fv; +#define glColor3fv glad_glColor3fv +typedef void (APIENTRYP PFNGLCOLOR3IPROC)(GLint red, GLint green, GLint blue); +GLAPI PFNGLCOLOR3IPROC glad_glColor3i; +#define glColor3i glad_glColor3i +typedef void (APIENTRYP PFNGLCOLOR3IVPROC)(const GLint *v); +GLAPI PFNGLCOLOR3IVPROC glad_glColor3iv; +#define glColor3iv glad_glColor3iv +typedef void (APIENTRYP PFNGLCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +GLAPI PFNGLCOLOR3SPROC glad_glColor3s; +#define glColor3s glad_glColor3s +typedef void (APIENTRYP PFNGLCOLOR3SVPROC)(const GLshort *v); +GLAPI PFNGLCOLOR3SVPROC glad_glColor3sv; +#define glColor3sv glad_glColor3sv +typedef void (APIENTRYP PFNGLCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +GLAPI PFNGLCOLOR3UBPROC glad_glColor3ub; +#define glColor3ub glad_glColor3ub +typedef void (APIENTRYP PFNGLCOLOR3UBVPROC)(const GLubyte *v); +GLAPI PFNGLCOLOR3UBVPROC glad_glColor3ubv; +#define glColor3ubv glad_glColor3ubv +typedef void (APIENTRYP PFNGLCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +GLAPI PFNGLCOLOR3UIPROC glad_glColor3ui; +#define glColor3ui glad_glColor3ui +typedef void (APIENTRYP PFNGLCOLOR3UIVPROC)(const GLuint *v); +GLAPI PFNGLCOLOR3UIVPROC glad_glColor3uiv; +#define glColor3uiv glad_glColor3uiv +typedef void (APIENTRYP PFNGLCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +GLAPI PFNGLCOLOR3USPROC glad_glColor3us; +#define glColor3us glad_glColor3us +typedef void (APIENTRYP PFNGLCOLOR3USVPROC)(const GLushort *v); +GLAPI PFNGLCOLOR3USVPROC glad_glColor3usv; +#define glColor3usv glad_glColor3usv +typedef void (APIENTRYP PFNGLCOLOR4BPROC)(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); +GLAPI PFNGLCOLOR4BPROC glad_glColor4b; +#define glColor4b glad_glColor4b +typedef void (APIENTRYP PFNGLCOLOR4BVPROC)(const GLbyte *v); +GLAPI PFNGLCOLOR4BVPROC glad_glColor4bv; +#define glColor4bv glad_glColor4bv +typedef void (APIENTRYP PFNGLCOLOR4DPROC)(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); +GLAPI PFNGLCOLOR4DPROC glad_glColor4d; +#define glColor4d glad_glColor4d +typedef void (APIENTRYP PFNGLCOLOR4DVPROC)(const GLdouble *v); +GLAPI PFNGLCOLOR4DVPROC glad_glColor4dv; +#define glColor4dv glad_glColor4dv +typedef void (APIENTRYP PFNGLCOLOR4FPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCOLOR4FPROC glad_glColor4f; +#define glColor4f glad_glColor4f +typedef void (APIENTRYP PFNGLCOLOR4FVPROC)(const GLfloat *v); +GLAPI PFNGLCOLOR4FVPROC glad_glColor4fv; +#define glColor4fv glad_glColor4fv +typedef void (APIENTRYP PFNGLCOLOR4IPROC)(GLint red, GLint green, GLint blue, GLint alpha); +GLAPI PFNGLCOLOR4IPROC glad_glColor4i; +#define glColor4i glad_glColor4i +typedef void (APIENTRYP PFNGLCOLOR4IVPROC)(const GLint *v); +GLAPI PFNGLCOLOR4IVPROC glad_glColor4iv; +#define glColor4iv glad_glColor4iv +typedef void (APIENTRYP PFNGLCOLOR4SPROC)(GLshort red, GLshort green, GLshort blue, GLshort alpha); +GLAPI PFNGLCOLOR4SPROC glad_glColor4s; +#define glColor4s glad_glColor4s +typedef void (APIENTRYP PFNGLCOLOR4SVPROC)(const GLshort *v); +GLAPI PFNGLCOLOR4SVPROC glad_glColor4sv; +#define glColor4sv glad_glColor4sv +typedef void (APIENTRYP PFNGLCOLOR4UBPROC)(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); +GLAPI PFNGLCOLOR4UBPROC glad_glColor4ub; +#define glColor4ub glad_glColor4ub +typedef void (APIENTRYP PFNGLCOLOR4UBVPROC)(const GLubyte *v); +GLAPI PFNGLCOLOR4UBVPROC glad_glColor4ubv; +#define glColor4ubv glad_glColor4ubv +typedef void (APIENTRYP PFNGLCOLOR4UIPROC)(GLuint red, GLuint green, GLuint blue, GLuint alpha); +GLAPI PFNGLCOLOR4UIPROC glad_glColor4ui; +#define glColor4ui glad_glColor4ui +typedef void (APIENTRYP PFNGLCOLOR4UIVPROC)(const GLuint *v); +GLAPI PFNGLCOLOR4UIVPROC glad_glColor4uiv; +#define glColor4uiv glad_glColor4uiv +typedef void (APIENTRYP PFNGLCOLOR4USPROC)(GLushort red, GLushort green, GLushort blue, GLushort alpha); +GLAPI PFNGLCOLOR4USPROC glad_glColor4us; +#define glColor4us glad_glColor4us +typedef void (APIENTRYP PFNGLCOLOR4USVPROC)(const GLushort *v); +GLAPI PFNGLCOLOR4USVPROC glad_glColor4usv; +#define glColor4usv glad_glColor4usv +typedef void (APIENTRYP PFNGLEDGEFLAGPROC)(GLboolean flag); +GLAPI PFNGLEDGEFLAGPROC glad_glEdgeFlag; +#define glEdgeFlag glad_glEdgeFlag +typedef void (APIENTRYP PFNGLEDGEFLAGVPROC)(const GLboolean *flag); +GLAPI PFNGLEDGEFLAGVPROC glad_glEdgeFlagv; +#define glEdgeFlagv glad_glEdgeFlagv +typedef void (APIENTRYP PFNGLENDPROC)(); +GLAPI PFNGLENDPROC glad_glEnd; +#define glEnd glad_glEnd +typedef void (APIENTRYP PFNGLINDEXDPROC)(GLdouble c); +GLAPI PFNGLINDEXDPROC glad_glIndexd; +#define glIndexd glad_glIndexd +typedef void (APIENTRYP PFNGLINDEXDVPROC)(const GLdouble *c); +GLAPI PFNGLINDEXDVPROC glad_glIndexdv; +#define glIndexdv glad_glIndexdv +typedef void (APIENTRYP PFNGLINDEXFPROC)(GLfloat c); +GLAPI PFNGLINDEXFPROC glad_glIndexf; +#define glIndexf glad_glIndexf +typedef void (APIENTRYP PFNGLINDEXFVPROC)(const GLfloat *c); +GLAPI PFNGLINDEXFVPROC glad_glIndexfv; +#define glIndexfv glad_glIndexfv +typedef void (APIENTRYP PFNGLINDEXIPROC)(GLint c); +GLAPI PFNGLINDEXIPROC glad_glIndexi; +#define glIndexi glad_glIndexi +typedef void (APIENTRYP PFNGLINDEXIVPROC)(const GLint *c); +GLAPI PFNGLINDEXIVPROC glad_glIndexiv; +#define glIndexiv glad_glIndexiv +typedef void (APIENTRYP PFNGLINDEXSPROC)(GLshort c); +GLAPI PFNGLINDEXSPROC glad_glIndexs; +#define glIndexs glad_glIndexs +typedef void (APIENTRYP PFNGLINDEXSVPROC)(const GLshort *c); +GLAPI PFNGLINDEXSVPROC glad_glIndexsv; +#define glIndexsv glad_glIndexsv +typedef void (APIENTRYP PFNGLNORMAL3BPROC)(GLbyte nx, GLbyte ny, GLbyte nz); +GLAPI PFNGLNORMAL3BPROC glad_glNormal3b; +#define glNormal3b glad_glNormal3b +typedef void (APIENTRYP PFNGLNORMAL3BVPROC)(const GLbyte *v); +GLAPI PFNGLNORMAL3BVPROC glad_glNormal3bv; +#define glNormal3bv glad_glNormal3bv +typedef void (APIENTRYP PFNGLNORMAL3DPROC)(GLdouble nx, GLdouble ny, GLdouble nz); +GLAPI PFNGLNORMAL3DPROC glad_glNormal3d; +#define glNormal3d glad_glNormal3d +typedef void (APIENTRYP PFNGLNORMAL3DVPROC)(const GLdouble *v); +GLAPI PFNGLNORMAL3DVPROC glad_glNormal3dv; +#define glNormal3dv glad_glNormal3dv +typedef void (APIENTRYP PFNGLNORMAL3FPROC)(GLfloat nx, GLfloat ny, GLfloat nz); +GLAPI PFNGLNORMAL3FPROC glad_glNormal3f; +#define glNormal3f glad_glNormal3f +typedef void (APIENTRYP PFNGLNORMAL3FVPROC)(const GLfloat *v); +GLAPI PFNGLNORMAL3FVPROC glad_glNormal3fv; +#define glNormal3fv glad_glNormal3fv +typedef void (APIENTRYP PFNGLNORMAL3IPROC)(GLint nx, GLint ny, GLint nz); +GLAPI PFNGLNORMAL3IPROC glad_glNormal3i; +#define glNormal3i glad_glNormal3i +typedef void (APIENTRYP PFNGLNORMAL3IVPROC)(const GLint *v); +GLAPI PFNGLNORMAL3IVPROC glad_glNormal3iv; +#define glNormal3iv glad_glNormal3iv +typedef void (APIENTRYP PFNGLNORMAL3SPROC)(GLshort nx, GLshort ny, GLshort nz); +GLAPI PFNGLNORMAL3SPROC glad_glNormal3s; +#define glNormal3s glad_glNormal3s +typedef void (APIENTRYP PFNGLNORMAL3SVPROC)(const GLshort *v); +GLAPI PFNGLNORMAL3SVPROC glad_glNormal3sv; +#define glNormal3sv glad_glNormal3sv +typedef void (APIENTRYP PFNGLRASTERPOS2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLRASTERPOS2DPROC glad_glRasterPos2d; +#define glRasterPos2d glad_glRasterPos2d +typedef void (APIENTRYP PFNGLRASTERPOS2DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS2DVPROC glad_glRasterPos2dv; +#define glRasterPos2dv glad_glRasterPos2dv +typedef void (APIENTRYP PFNGLRASTERPOS2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLRASTERPOS2FPROC glad_glRasterPos2f; +#define glRasterPos2f glad_glRasterPos2f +typedef void (APIENTRYP PFNGLRASTERPOS2FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS2FVPROC glad_glRasterPos2fv; +#define glRasterPos2fv glad_glRasterPos2fv +typedef void (APIENTRYP PFNGLRASTERPOS2IPROC)(GLint x, GLint y); +GLAPI PFNGLRASTERPOS2IPROC glad_glRasterPos2i; +#define glRasterPos2i glad_glRasterPos2i +typedef void (APIENTRYP PFNGLRASTERPOS2IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS2IVPROC glad_glRasterPos2iv; +#define glRasterPos2iv glad_glRasterPos2iv +typedef void (APIENTRYP PFNGLRASTERPOS2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLRASTERPOS2SPROC glad_glRasterPos2s; +#define glRasterPos2s glad_glRasterPos2s +typedef void (APIENTRYP PFNGLRASTERPOS2SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS2SVPROC glad_glRasterPos2sv; +#define glRasterPos2sv glad_glRasterPos2sv +typedef void (APIENTRYP PFNGLRASTERPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLRASTERPOS3DPROC glad_glRasterPos3d; +#define glRasterPos3d glad_glRasterPos3d +typedef void (APIENTRYP PFNGLRASTERPOS3DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS3DVPROC glad_glRasterPos3dv; +#define glRasterPos3dv glad_glRasterPos3dv +typedef void (APIENTRYP PFNGLRASTERPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLRASTERPOS3FPROC glad_glRasterPos3f; +#define glRasterPos3f glad_glRasterPos3f +typedef void (APIENTRYP PFNGLRASTERPOS3FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS3FVPROC glad_glRasterPos3fv; +#define glRasterPos3fv glad_glRasterPos3fv +typedef void (APIENTRYP PFNGLRASTERPOS3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLRASTERPOS3IPROC glad_glRasterPos3i; +#define glRasterPos3i glad_glRasterPos3i +typedef void (APIENTRYP PFNGLRASTERPOS3IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS3IVPROC glad_glRasterPos3iv; +#define glRasterPos3iv glad_glRasterPos3iv +typedef void (APIENTRYP PFNGLRASTERPOS3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLRASTERPOS3SPROC glad_glRasterPos3s; +#define glRasterPos3s glad_glRasterPos3s +typedef void (APIENTRYP PFNGLRASTERPOS3SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS3SVPROC glad_glRasterPos3sv; +#define glRasterPos3sv glad_glRasterPos3sv +typedef void (APIENTRYP PFNGLRASTERPOS4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLRASTERPOS4DPROC glad_glRasterPos4d; +#define glRasterPos4d glad_glRasterPos4d +typedef void (APIENTRYP PFNGLRASTERPOS4DVPROC)(const GLdouble *v); +GLAPI PFNGLRASTERPOS4DVPROC glad_glRasterPos4dv; +#define glRasterPos4dv glad_glRasterPos4dv +typedef void (APIENTRYP PFNGLRASTERPOS4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLRASTERPOS4FPROC glad_glRasterPos4f; +#define glRasterPos4f glad_glRasterPos4f +typedef void (APIENTRYP PFNGLRASTERPOS4FVPROC)(const GLfloat *v); +GLAPI PFNGLRASTERPOS4FVPROC glad_glRasterPos4fv; +#define glRasterPos4fv glad_glRasterPos4fv +typedef void (APIENTRYP PFNGLRASTERPOS4IPROC)(GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLRASTERPOS4IPROC glad_glRasterPos4i; +#define glRasterPos4i glad_glRasterPos4i +typedef void (APIENTRYP PFNGLRASTERPOS4IVPROC)(const GLint *v); +GLAPI PFNGLRASTERPOS4IVPROC glad_glRasterPos4iv; +#define glRasterPos4iv glad_glRasterPos4iv +typedef void (APIENTRYP PFNGLRASTERPOS4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLRASTERPOS4SPROC glad_glRasterPos4s; +#define glRasterPos4s glad_glRasterPos4s +typedef void (APIENTRYP PFNGLRASTERPOS4SVPROC)(const GLshort *v); +GLAPI PFNGLRASTERPOS4SVPROC glad_glRasterPos4sv; +#define glRasterPos4sv glad_glRasterPos4sv +typedef void (APIENTRYP PFNGLRECTDPROC)(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); +GLAPI PFNGLRECTDPROC glad_glRectd; +#define glRectd glad_glRectd +typedef void (APIENTRYP PFNGLRECTDVPROC)(const GLdouble *v1, const GLdouble *v2); +GLAPI PFNGLRECTDVPROC glad_glRectdv; +#define glRectdv glad_glRectdv +typedef void (APIENTRYP PFNGLRECTFPROC)(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); +GLAPI PFNGLRECTFPROC glad_glRectf; +#define glRectf glad_glRectf +typedef void (APIENTRYP PFNGLRECTFVPROC)(const GLfloat *v1, const GLfloat *v2); +GLAPI PFNGLRECTFVPROC glad_glRectfv; +#define glRectfv glad_glRectfv +typedef void (APIENTRYP PFNGLRECTIPROC)(GLint x1, GLint y1, GLint x2, GLint y2); +GLAPI PFNGLRECTIPROC glad_glRecti; +#define glRecti glad_glRecti +typedef void (APIENTRYP PFNGLRECTIVPROC)(const GLint *v1, const GLint *v2); +GLAPI PFNGLRECTIVPROC glad_glRectiv; +#define glRectiv glad_glRectiv +typedef void (APIENTRYP PFNGLRECTSPROC)(GLshort x1, GLshort y1, GLshort x2, GLshort y2); +GLAPI PFNGLRECTSPROC glad_glRects; +#define glRects glad_glRects +typedef void (APIENTRYP PFNGLRECTSVPROC)(const GLshort *v1, const GLshort *v2); +GLAPI PFNGLRECTSVPROC glad_glRectsv; +#define glRectsv glad_glRectsv +typedef void (APIENTRYP PFNGLTEXCOORD1DPROC)(GLdouble s); +GLAPI PFNGLTEXCOORD1DPROC glad_glTexCoord1d; +#define glTexCoord1d glad_glTexCoord1d +typedef void (APIENTRYP PFNGLTEXCOORD1DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD1DVPROC glad_glTexCoord1dv; +#define glTexCoord1dv glad_glTexCoord1dv +typedef void (APIENTRYP PFNGLTEXCOORD1FPROC)(GLfloat s); +GLAPI PFNGLTEXCOORD1FPROC glad_glTexCoord1f; +#define glTexCoord1f glad_glTexCoord1f +typedef void (APIENTRYP PFNGLTEXCOORD1FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD1FVPROC glad_glTexCoord1fv; +#define glTexCoord1fv glad_glTexCoord1fv +typedef void (APIENTRYP PFNGLTEXCOORD1IPROC)(GLint s); +GLAPI PFNGLTEXCOORD1IPROC glad_glTexCoord1i; +#define glTexCoord1i glad_glTexCoord1i +typedef void (APIENTRYP PFNGLTEXCOORD1IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD1IVPROC glad_glTexCoord1iv; +#define glTexCoord1iv glad_glTexCoord1iv +typedef void (APIENTRYP PFNGLTEXCOORD1SPROC)(GLshort s); +GLAPI PFNGLTEXCOORD1SPROC glad_glTexCoord1s; +#define glTexCoord1s glad_glTexCoord1s +typedef void (APIENTRYP PFNGLTEXCOORD1SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD1SVPROC glad_glTexCoord1sv; +#define glTexCoord1sv glad_glTexCoord1sv +typedef void (APIENTRYP PFNGLTEXCOORD2DPROC)(GLdouble s, GLdouble t); +GLAPI PFNGLTEXCOORD2DPROC glad_glTexCoord2d; +#define glTexCoord2d glad_glTexCoord2d +typedef void (APIENTRYP PFNGLTEXCOORD2DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD2DVPROC glad_glTexCoord2dv; +#define glTexCoord2dv glad_glTexCoord2dv +typedef void (APIENTRYP PFNGLTEXCOORD2FPROC)(GLfloat s, GLfloat t); +GLAPI PFNGLTEXCOORD2FPROC glad_glTexCoord2f; +#define glTexCoord2f glad_glTexCoord2f +typedef void (APIENTRYP PFNGLTEXCOORD2FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD2FVPROC glad_glTexCoord2fv; +#define glTexCoord2fv glad_glTexCoord2fv +typedef void (APIENTRYP PFNGLTEXCOORD2IPROC)(GLint s, GLint t); +GLAPI PFNGLTEXCOORD2IPROC glad_glTexCoord2i; +#define glTexCoord2i glad_glTexCoord2i +typedef void (APIENTRYP PFNGLTEXCOORD2IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD2IVPROC glad_glTexCoord2iv; +#define glTexCoord2iv glad_glTexCoord2iv +typedef void (APIENTRYP PFNGLTEXCOORD2SPROC)(GLshort s, GLshort t); +GLAPI PFNGLTEXCOORD2SPROC glad_glTexCoord2s; +#define glTexCoord2s glad_glTexCoord2s +typedef void (APIENTRYP PFNGLTEXCOORD2SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD2SVPROC glad_glTexCoord2sv; +#define glTexCoord2sv glad_glTexCoord2sv +typedef void (APIENTRYP PFNGLTEXCOORD3DPROC)(GLdouble s, GLdouble t, GLdouble r); +GLAPI PFNGLTEXCOORD3DPROC glad_glTexCoord3d; +#define glTexCoord3d glad_glTexCoord3d +typedef void (APIENTRYP PFNGLTEXCOORD3DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD3DVPROC glad_glTexCoord3dv; +#define glTexCoord3dv glad_glTexCoord3dv +typedef void (APIENTRYP PFNGLTEXCOORD3FPROC)(GLfloat s, GLfloat t, GLfloat r); +GLAPI PFNGLTEXCOORD3FPROC glad_glTexCoord3f; +#define glTexCoord3f glad_glTexCoord3f +typedef void (APIENTRYP PFNGLTEXCOORD3FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD3FVPROC glad_glTexCoord3fv; +#define glTexCoord3fv glad_glTexCoord3fv +typedef void (APIENTRYP PFNGLTEXCOORD3IPROC)(GLint s, GLint t, GLint r); +GLAPI PFNGLTEXCOORD3IPROC glad_glTexCoord3i; +#define glTexCoord3i glad_glTexCoord3i +typedef void (APIENTRYP PFNGLTEXCOORD3IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD3IVPROC glad_glTexCoord3iv; +#define glTexCoord3iv glad_glTexCoord3iv +typedef void (APIENTRYP PFNGLTEXCOORD3SPROC)(GLshort s, GLshort t, GLshort r); +GLAPI PFNGLTEXCOORD3SPROC glad_glTexCoord3s; +#define glTexCoord3s glad_glTexCoord3s +typedef void (APIENTRYP PFNGLTEXCOORD3SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD3SVPROC glad_glTexCoord3sv; +#define glTexCoord3sv glad_glTexCoord3sv +typedef void (APIENTRYP PFNGLTEXCOORD4DPROC)(GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI PFNGLTEXCOORD4DPROC glad_glTexCoord4d; +#define glTexCoord4d glad_glTexCoord4d +typedef void (APIENTRYP PFNGLTEXCOORD4DVPROC)(const GLdouble *v); +GLAPI PFNGLTEXCOORD4DVPROC glad_glTexCoord4dv; +#define glTexCoord4dv glad_glTexCoord4dv +typedef void (APIENTRYP PFNGLTEXCOORD4FPROC)(GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI PFNGLTEXCOORD4FPROC glad_glTexCoord4f; +#define glTexCoord4f glad_glTexCoord4f +typedef void (APIENTRYP PFNGLTEXCOORD4FVPROC)(const GLfloat *v); +GLAPI PFNGLTEXCOORD4FVPROC glad_glTexCoord4fv; +#define glTexCoord4fv glad_glTexCoord4fv +typedef void (APIENTRYP PFNGLTEXCOORD4IPROC)(GLint s, GLint t, GLint r, GLint q); +GLAPI PFNGLTEXCOORD4IPROC glad_glTexCoord4i; +#define glTexCoord4i glad_glTexCoord4i +typedef void (APIENTRYP PFNGLTEXCOORD4IVPROC)(const GLint *v); +GLAPI PFNGLTEXCOORD4IVPROC glad_glTexCoord4iv; +#define glTexCoord4iv glad_glTexCoord4iv +typedef void (APIENTRYP PFNGLTEXCOORD4SPROC)(GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI PFNGLTEXCOORD4SPROC glad_glTexCoord4s; +#define glTexCoord4s glad_glTexCoord4s +typedef void (APIENTRYP PFNGLTEXCOORD4SVPROC)(const GLshort *v); +GLAPI PFNGLTEXCOORD4SVPROC glad_glTexCoord4sv; +#define glTexCoord4sv glad_glTexCoord4sv +typedef void (APIENTRYP PFNGLVERTEX2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLVERTEX2DPROC glad_glVertex2d; +#define glVertex2d glad_glVertex2d +typedef void (APIENTRYP PFNGLVERTEX2DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX2DVPROC glad_glVertex2dv; +#define glVertex2dv glad_glVertex2dv +typedef void (APIENTRYP PFNGLVERTEX2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLVERTEX2FPROC glad_glVertex2f; +#define glVertex2f glad_glVertex2f +typedef void (APIENTRYP PFNGLVERTEX2FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX2FVPROC glad_glVertex2fv; +#define glVertex2fv glad_glVertex2fv +typedef void (APIENTRYP PFNGLVERTEX2IPROC)(GLint x, GLint y); +GLAPI PFNGLVERTEX2IPROC glad_glVertex2i; +#define glVertex2i glad_glVertex2i +typedef void (APIENTRYP PFNGLVERTEX2IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX2IVPROC glad_glVertex2iv; +#define glVertex2iv glad_glVertex2iv +typedef void (APIENTRYP PFNGLVERTEX2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLVERTEX2SPROC glad_glVertex2s; +#define glVertex2s glad_glVertex2s +typedef void (APIENTRYP PFNGLVERTEX2SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX2SVPROC glad_glVertex2sv; +#define glVertex2sv glad_glVertex2sv +typedef void (APIENTRYP PFNGLVERTEX3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEX3DPROC glad_glVertex3d; +#define glVertex3d glad_glVertex3d +typedef void (APIENTRYP PFNGLVERTEX3DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX3DVPROC glad_glVertex3dv; +#define glVertex3dv glad_glVertex3dv +typedef void (APIENTRYP PFNGLVERTEX3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEX3FPROC glad_glVertex3f; +#define glVertex3f glad_glVertex3f +typedef void (APIENTRYP PFNGLVERTEX3FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX3FVPROC glad_glVertex3fv; +#define glVertex3fv glad_glVertex3fv +typedef void (APIENTRYP PFNGLVERTEX3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEX3IPROC glad_glVertex3i; +#define glVertex3i glad_glVertex3i +typedef void (APIENTRYP PFNGLVERTEX3IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX3IVPROC glad_glVertex3iv; +#define glVertex3iv glad_glVertex3iv +typedef void (APIENTRYP PFNGLVERTEX3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEX3SPROC glad_glVertex3s; +#define glVertex3s glad_glVertex3s +typedef void (APIENTRYP PFNGLVERTEX3SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX3SVPROC glad_glVertex3sv; +#define glVertex3sv glad_glVertex3sv +typedef void (APIENTRYP PFNGLVERTEX4DPROC)(GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEX4DPROC glad_glVertex4d; +#define glVertex4d glad_glVertex4d +typedef void (APIENTRYP PFNGLVERTEX4DVPROC)(const GLdouble *v); +GLAPI PFNGLVERTEX4DVPROC glad_glVertex4dv; +#define glVertex4dv glad_glVertex4dv +typedef void (APIENTRYP PFNGLVERTEX4FPROC)(GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEX4FPROC glad_glVertex4f; +#define glVertex4f glad_glVertex4f +typedef void (APIENTRYP PFNGLVERTEX4FVPROC)(const GLfloat *v); +GLAPI PFNGLVERTEX4FVPROC glad_glVertex4fv; +#define glVertex4fv glad_glVertex4fv +typedef void (APIENTRYP PFNGLVERTEX4IPROC)(GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEX4IPROC glad_glVertex4i; +#define glVertex4i glad_glVertex4i +typedef void (APIENTRYP PFNGLVERTEX4IVPROC)(const GLint *v); +GLAPI PFNGLVERTEX4IVPROC glad_glVertex4iv; +#define glVertex4iv glad_glVertex4iv +typedef void (APIENTRYP PFNGLVERTEX4SPROC)(GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEX4SPROC glad_glVertex4s; +#define glVertex4s glad_glVertex4s +typedef void (APIENTRYP PFNGLVERTEX4SVPROC)(const GLshort *v); +GLAPI PFNGLVERTEX4SVPROC glad_glVertex4sv; +#define glVertex4sv glad_glVertex4sv +typedef void (APIENTRYP PFNGLCLIPPLANEPROC)(GLenum plane, const GLdouble *equation); +GLAPI PFNGLCLIPPLANEPROC glad_glClipPlane; +#define glClipPlane glad_glClipPlane +typedef void (APIENTRYP PFNGLCOLORMATERIALPROC)(GLenum face, GLenum mode); +GLAPI PFNGLCOLORMATERIALPROC glad_glColorMaterial; +#define glColorMaterial glad_glColorMaterial +typedef void (APIENTRYP PFNGLFOGFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLFOGFPROC glad_glFogf; +#define glFogf glad_glFogf +typedef void (APIENTRYP PFNGLFOGFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLFOGFVPROC glad_glFogfv; +#define glFogfv glad_glFogfv +typedef void (APIENTRYP PFNGLFOGIPROC)(GLenum pname, GLint param); +GLAPI PFNGLFOGIPROC glad_glFogi; +#define glFogi glad_glFogi +typedef void (APIENTRYP PFNGLFOGIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLFOGIVPROC glad_glFogiv; +#define glFogiv glad_glFogiv +typedef void (APIENTRYP PFNGLLIGHTFPROC)(GLenum light, GLenum pname, GLfloat param); +GLAPI PFNGLLIGHTFPROC glad_glLightf; +#define glLightf glad_glLightf +typedef void (APIENTRYP PFNGLLIGHTFVPROC)(GLenum light, GLenum pname, const GLfloat *params); +GLAPI PFNGLLIGHTFVPROC glad_glLightfv; +#define glLightfv glad_glLightfv +typedef void (APIENTRYP PFNGLLIGHTIPROC)(GLenum light, GLenum pname, GLint param); +GLAPI PFNGLLIGHTIPROC glad_glLighti; +#define glLighti glad_glLighti +typedef void (APIENTRYP PFNGLLIGHTIVPROC)(GLenum light, GLenum pname, const GLint *params); +GLAPI PFNGLLIGHTIVPROC glad_glLightiv; +#define glLightiv glad_glLightiv +typedef void (APIENTRYP PFNGLLIGHTMODELFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLLIGHTMODELFPROC glad_glLightModelf; +#define glLightModelf glad_glLightModelf +typedef void (APIENTRYP PFNGLLIGHTMODELFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLLIGHTMODELFVPROC glad_glLightModelfv; +#define glLightModelfv glad_glLightModelfv +typedef void (APIENTRYP PFNGLLIGHTMODELIPROC)(GLenum pname, GLint param); +GLAPI PFNGLLIGHTMODELIPROC glad_glLightModeli; +#define glLightModeli glad_glLightModeli +typedef void (APIENTRYP PFNGLLIGHTMODELIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLLIGHTMODELIVPROC glad_glLightModeliv; +#define glLightModeliv glad_glLightModeliv +typedef void (APIENTRYP PFNGLLINESTIPPLEPROC)(GLint factor, GLushort pattern); +GLAPI PFNGLLINESTIPPLEPROC glad_glLineStipple; +#define glLineStipple glad_glLineStipple +typedef void (APIENTRYP PFNGLMATERIALFPROC)(GLenum face, GLenum pname, GLfloat param); +GLAPI PFNGLMATERIALFPROC glad_glMaterialf; +#define glMaterialf glad_glMaterialf +typedef void (APIENTRYP PFNGLMATERIALFVPROC)(GLenum face, GLenum pname, const GLfloat *params); +GLAPI PFNGLMATERIALFVPROC glad_glMaterialfv; +#define glMaterialfv glad_glMaterialfv +typedef void (APIENTRYP PFNGLMATERIALIPROC)(GLenum face, GLenum pname, GLint param); +GLAPI PFNGLMATERIALIPROC glad_glMateriali; +#define glMateriali glad_glMateriali +typedef void (APIENTRYP PFNGLMATERIALIVPROC)(GLenum face, GLenum pname, const GLint *params); +GLAPI PFNGLMATERIALIVPROC glad_glMaterialiv; +#define glMaterialiv glad_glMaterialiv +typedef void (APIENTRYP PFNGLPOLYGONSTIPPLEPROC)(const GLubyte *mask); +GLAPI PFNGLPOLYGONSTIPPLEPROC glad_glPolygonStipple; +#define glPolygonStipple glad_glPolygonStipple +typedef void (APIENTRYP PFNGLSHADEMODELPROC)(GLenum mode); +GLAPI PFNGLSHADEMODELPROC glad_glShadeModel; +#define glShadeModel glad_glShadeModel +typedef void (APIENTRYP PFNGLTEXENVFPROC)(GLenum target, GLenum pname, GLfloat param); +GLAPI PFNGLTEXENVFPROC glad_glTexEnvf; +#define glTexEnvf glad_glTexEnvf +typedef void (APIENTRYP PFNGLTEXENVFVPROC)(GLenum target, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXENVFVPROC glad_glTexEnvfv; +#define glTexEnvfv glad_glTexEnvfv +typedef void (APIENTRYP PFNGLTEXENVIPROC)(GLenum target, GLenum pname, GLint param); +GLAPI PFNGLTEXENVIPROC glad_glTexEnvi; +#define glTexEnvi glad_glTexEnvi +typedef void (APIENTRYP PFNGLTEXENVIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXENVIVPROC glad_glTexEnviv; +#define glTexEnviv glad_glTexEnviv +typedef void (APIENTRYP PFNGLTEXGENDPROC)(GLenum coord, GLenum pname, GLdouble param); +GLAPI PFNGLTEXGENDPROC glad_glTexGend; +#define glTexGend glad_glTexGend +typedef void (APIENTRYP PFNGLTEXGENDVPROC)(GLenum coord, GLenum pname, const GLdouble *params); +GLAPI PFNGLTEXGENDVPROC glad_glTexGendv; +#define glTexGendv glad_glTexGendv +typedef void (APIENTRYP PFNGLTEXGENFPROC)(GLenum coord, GLenum pname, GLfloat param); +GLAPI PFNGLTEXGENFPROC glad_glTexGenf; +#define glTexGenf glad_glTexGenf +typedef void (APIENTRYP PFNGLTEXGENFVPROC)(GLenum coord, GLenum pname, const GLfloat *params); +GLAPI PFNGLTEXGENFVPROC glad_glTexGenfv; +#define glTexGenfv glad_glTexGenfv +typedef void (APIENTRYP PFNGLTEXGENIPROC)(GLenum coord, GLenum pname, GLint param); +GLAPI PFNGLTEXGENIPROC glad_glTexGeni; +#define glTexGeni glad_glTexGeni +typedef void (APIENTRYP PFNGLTEXGENIVPROC)(GLenum coord, GLenum pname, const GLint *params); +GLAPI PFNGLTEXGENIVPROC glad_glTexGeniv; +#define glTexGeniv glad_glTexGeniv +typedef void (APIENTRYP PFNGLFEEDBACKBUFFERPROC)(GLsizei size, GLenum type, GLfloat *buffer); +GLAPI PFNGLFEEDBACKBUFFERPROC glad_glFeedbackBuffer; +#define glFeedbackBuffer glad_glFeedbackBuffer +typedef void (APIENTRYP PFNGLSELECTBUFFERPROC)(GLsizei size, GLuint *buffer); +GLAPI PFNGLSELECTBUFFERPROC glad_glSelectBuffer; +#define glSelectBuffer glad_glSelectBuffer +typedef GLint (APIENTRYP PFNGLRENDERMODEPROC)(GLenum mode); +GLAPI PFNGLRENDERMODEPROC glad_glRenderMode; +#define glRenderMode glad_glRenderMode +typedef void (APIENTRYP PFNGLINITNAMESPROC)(); +GLAPI PFNGLINITNAMESPROC glad_glInitNames; +#define glInitNames glad_glInitNames +typedef void (APIENTRYP PFNGLLOADNAMEPROC)(GLuint name); +GLAPI PFNGLLOADNAMEPROC glad_glLoadName; +#define glLoadName glad_glLoadName +typedef void (APIENTRYP PFNGLPASSTHROUGHPROC)(GLfloat token); +GLAPI PFNGLPASSTHROUGHPROC glad_glPassThrough; +#define glPassThrough glad_glPassThrough +typedef void (APIENTRYP PFNGLPOPNAMEPROC)(); +GLAPI PFNGLPOPNAMEPROC glad_glPopName; +#define glPopName glad_glPopName +typedef void (APIENTRYP PFNGLPUSHNAMEPROC)(GLuint name); +GLAPI PFNGLPUSHNAMEPROC glad_glPushName; +#define glPushName glad_glPushName +typedef void (APIENTRYP PFNGLCLEARACCUMPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLCLEARACCUMPROC glad_glClearAccum; +#define glClearAccum glad_glClearAccum +typedef void (APIENTRYP PFNGLCLEARINDEXPROC)(GLfloat c); +GLAPI PFNGLCLEARINDEXPROC glad_glClearIndex; +#define glClearIndex glad_glClearIndex +typedef void (APIENTRYP PFNGLINDEXMASKPROC)(GLuint mask); +GLAPI PFNGLINDEXMASKPROC glad_glIndexMask; +#define glIndexMask glad_glIndexMask +typedef void (APIENTRYP PFNGLACCUMPROC)(GLenum op, GLfloat value); +GLAPI PFNGLACCUMPROC glad_glAccum; +#define glAccum glad_glAccum +typedef void (APIENTRYP PFNGLPOPATTRIBPROC)(); +GLAPI PFNGLPOPATTRIBPROC glad_glPopAttrib; +#define glPopAttrib glad_glPopAttrib +typedef void (APIENTRYP PFNGLPUSHATTRIBPROC)(GLbitfield mask); +GLAPI PFNGLPUSHATTRIBPROC glad_glPushAttrib; +#define glPushAttrib glad_glPushAttrib +typedef void (APIENTRYP PFNGLMAP1DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +GLAPI PFNGLMAP1DPROC glad_glMap1d; +#define glMap1d glad_glMap1d +typedef void (APIENTRYP PFNGLMAP1FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +GLAPI PFNGLMAP1FPROC glad_glMap1f; +#define glMap1f glad_glMap1f +typedef void (APIENTRYP PFNGLMAP2DPROC)(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +GLAPI PFNGLMAP2DPROC glad_glMap2d; +#define glMap2d glad_glMap2d +typedef void (APIENTRYP PFNGLMAP2FPROC)(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +GLAPI PFNGLMAP2FPROC glad_glMap2f; +#define glMap2f glad_glMap2f +typedef void (APIENTRYP PFNGLMAPGRID1DPROC)(GLint un, GLdouble u1, GLdouble u2); +GLAPI PFNGLMAPGRID1DPROC glad_glMapGrid1d; +#define glMapGrid1d glad_glMapGrid1d +typedef void (APIENTRYP PFNGLMAPGRID1FPROC)(GLint un, GLfloat u1, GLfloat u2); +GLAPI PFNGLMAPGRID1FPROC glad_glMapGrid1f; +#define glMapGrid1f glad_glMapGrid1f +typedef void (APIENTRYP PFNGLMAPGRID2DPROC)(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); +GLAPI PFNGLMAPGRID2DPROC glad_glMapGrid2d; +#define glMapGrid2d glad_glMapGrid2d +typedef void (APIENTRYP PFNGLMAPGRID2FPROC)(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); +GLAPI PFNGLMAPGRID2FPROC glad_glMapGrid2f; +#define glMapGrid2f glad_glMapGrid2f +typedef void (APIENTRYP PFNGLEVALCOORD1DPROC)(GLdouble u); +GLAPI PFNGLEVALCOORD1DPROC glad_glEvalCoord1d; +#define glEvalCoord1d glad_glEvalCoord1d +typedef void (APIENTRYP PFNGLEVALCOORD1DVPROC)(const GLdouble *u); +GLAPI PFNGLEVALCOORD1DVPROC glad_glEvalCoord1dv; +#define glEvalCoord1dv glad_glEvalCoord1dv +typedef void (APIENTRYP PFNGLEVALCOORD1FPROC)(GLfloat u); +GLAPI PFNGLEVALCOORD1FPROC glad_glEvalCoord1f; +#define glEvalCoord1f glad_glEvalCoord1f +typedef void (APIENTRYP PFNGLEVALCOORD1FVPROC)(const GLfloat *u); +GLAPI PFNGLEVALCOORD1FVPROC glad_glEvalCoord1fv; +#define glEvalCoord1fv glad_glEvalCoord1fv +typedef void (APIENTRYP PFNGLEVALCOORD2DPROC)(GLdouble u, GLdouble v); +GLAPI PFNGLEVALCOORD2DPROC glad_glEvalCoord2d; +#define glEvalCoord2d glad_glEvalCoord2d +typedef void (APIENTRYP PFNGLEVALCOORD2DVPROC)(const GLdouble *u); +GLAPI PFNGLEVALCOORD2DVPROC glad_glEvalCoord2dv; +#define glEvalCoord2dv glad_glEvalCoord2dv +typedef void (APIENTRYP PFNGLEVALCOORD2FPROC)(GLfloat u, GLfloat v); +GLAPI PFNGLEVALCOORD2FPROC glad_glEvalCoord2f; +#define glEvalCoord2f glad_glEvalCoord2f +typedef void (APIENTRYP PFNGLEVALCOORD2FVPROC)(const GLfloat *u); +GLAPI PFNGLEVALCOORD2FVPROC glad_glEvalCoord2fv; +#define glEvalCoord2fv glad_glEvalCoord2fv +typedef void (APIENTRYP PFNGLEVALMESH1PROC)(GLenum mode, GLint i1, GLint i2); +GLAPI PFNGLEVALMESH1PROC glad_glEvalMesh1; +#define glEvalMesh1 glad_glEvalMesh1 +typedef void (APIENTRYP PFNGLEVALPOINT1PROC)(GLint i); +GLAPI PFNGLEVALPOINT1PROC glad_glEvalPoint1; +#define glEvalPoint1 glad_glEvalPoint1 +typedef void (APIENTRYP PFNGLEVALMESH2PROC)(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); +GLAPI PFNGLEVALMESH2PROC glad_glEvalMesh2; +#define glEvalMesh2 glad_glEvalMesh2 +typedef void (APIENTRYP PFNGLEVALPOINT2PROC)(GLint i, GLint j); +GLAPI PFNGLEVALPOINT2PROC glad_glEvalPoint2; +#define glEvalPoint2 glad_glEvalPoint2 +typedef void (APIENTRYP PFNGLALPHAFUNCPROC)(GLenum func, GLfloat ref); +GLAPI PFNGLALPHAFUNCPROC glad_glAlphaFunc; +#define glAlphaFunc glad_glAlphaFunc +typedef void (APIENTRYP PFNGLPIXELZOOMPROC)(GLfloat xfactor, GLfloat yfactor); +GLAPI PFNGLPIXELZOOMPROC glad_glPixelZoom; +#define glPixelZoom glad_glPixelZoom +typedef void (APIENTRYP PFNGLPIXELTRANSFERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPIXELTRANSFERFPROC glad_glPixelTransferf; +#define glPixelTransferf glad_glPixelTransferf +typedef void (APIENTRYP PFNGLPIXELTRANSFERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPIXELTRANSFERIPROC glad_glPixelTransferi; +#define glPixelTransferi glad_glPixelTransferi +typedef void (APIENTRYP PFNGLPIXELMAPFVPROC)(GLenum map, GLsizei mapsize, const GLfloat *values); +GLAPI PFNGLPIXELMAPFVPROC glad_glPixelMapfv; +#define glPixelMapfv glad_glPixelMapfv +typedef void (APIENTRYP PFNGLPIXELMAPUIVPROC)(GLenum map, GLsizei mapsize, const GLuint *values); +GLAPI PFNGLPIXELMAPUIVPROC glad_glPixelMapuiv; +#define glPixelMapuiv glad_glPixelMapuiv +typedef void (APIENTRYP PFNGLPIXELMAPUSVPROC)(GLenum map, GLsizei mapsize, const GLushort *values); +GLAPI PFNGLPIXELMAPUSVPROC glad_glPixelMapusv; +#define glPixelMapusv glad_glPixelMapusv +typedef void (APIENTRYP PFNGLCOPYPIXELSPROC)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); +GLAPI PFNGLCOPYPIXELSPROC glad_glCopyPixels; +#define glCopyPixels glad_glCopyPixels +typedef void (APIENTRYP PFNGLDRAWPIXELSPROC)(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLDRAWPIXELSPROC glad_glDrawPixels; +#define glDrawPixels glad_glDrawPixels +typedef void (APIENTRYP PFNGLGETCLIPPLANEPROC)(GLenum plane, GLdouble *equation); +GLAPI PFNGLGETCLIPPLANEPROC glad_glGetClipPlane; +#define glGetClipPlane glad_glGetClipPlane +typedef void (APIENTRYP PFNGLGETLIGHTFVPROC)(GLenum light, GLenum pname, GLfloat *params); +GLAPI PFNGLGETLIGHTFVPROC glad_glGetLightfv; +#define glGetLightfv glad_glGetLightfv +typedef void (APIENTRYP PFNGLGETLIGHTIVPROC)(GLenum light, GLenum pname, GLint *params); +GLAPI PFNGLGETLIGHTIVPROC glad_glGetLightiv; +#define glGetLightiv glad_glGetLightiv +typedef void (APIENTRYP PFNGLGETMAPDVPROC)(GLenum target, GLenum query, GLdouble *v); +GLAPI PFNGLGETMAPDVPROC glad_glGetMapdv; +#define glGetMapdv glad_glGetMapdv +typedef void (APIENTRYP PFNGLGETMAPFVPROC)(GLenum target, GLenum query, GLfloat *v); +GLAPI PFNGLGETMAPFVPROC glad_glGetMapfv; +#define glGetMapfv glad_glGetMapfv +typedef void (APIENTRYP PFNGLGETMAPIVPROC)(GLenum target, GLenum query, GLint *v); +GLAPI PFNGLGETMAPIVPROC glad_glGetMapiv; +#define glGetMapiv glad_glGetMapiv +typedef void (APIENTRYP PFNGLGETMATERIALFVPROC)(GLenum face, GLenum pname, GLfloat *params); +GLAPI PFNGLGETMATERIALFVPROC glad_glGetMaterialfv; +#define glGetMaterialfv glad_glGetMaterialfv +typedef void (APIENTRYP PFNGLGETMATERIALIVPROC)(GLenum face, GLenum pname, GLint *params); +GLAPI PFNGLGETMATERIALIVPROC glad_glGetMaterialiv; +#define glGetMaterialiv glad_glGetMaterialiv +typedef void (APIENTRYP PFNGLGETPIXELMAPFVPROC)(GLenum map, GLfloat *values); +GLAPI PFNGLGETPIXELMAPFVPROC glad_glGetPixelMapfv; +#define glGetPixelMapfv glad_glGetPixelMapfv +typedef void (APIENTRYP PFNGLGETPIXELMAPUIVPROC)(GLenum map, GLuint *values); +GLAPI PFNGLGETPIXELMAPUIVPROC glad_glGetPixelMapuiv; +#define glGetPixelMapuiv glad_glGetPixelMapuiv +typedef void (APIENTRYP PFNGLGETPIXELMAPUSVPROC)(GLenum map, GLushort *values); +GLAPI PFNGLGETPIXELMAPUSVPROC glad_glGetPixelMapusv; +#define glGetPixelMapusv glad_glGetPixelMapusv +typedef void (APIENTRYP PFNGLGETPOLYGONSTIPPLEPROC)(GLubyte *mask); +GLAPI PFNGLGETPOLYGONSTIPPLEPROC glad_glGetPolygonStipple; +#define glGetPolygonStipple glad_glGetPolygonStipple +typedef void (APIENTRYP PFNGLGETTEXENVFVPROC)(GLenum target, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXENVFVPROC glad_glGetTexEnvfv; +#define glGetTexEnvfv glad_glGetTexEnvfv +typedef void (APIENTRYP PFNGLGETTEXENVIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXENVIVPROC glad_glGetTexEnviv; +#define glGetTexEnviv glad_glGetTexEnviv +typedef void (APIENTRYP PFNGLGETTEXGENDVPROC)(GLenum coord, GLenum pname, GLdouble *params); +GLAPI PFNGLGETTEXGENDVPROC glad_glGetTexGendv; +#define glGetTexGendv glad_glGetTexGendv +typedef void (APIENTRYP PFNGLGETTEXGENFVPROC)(GLenum coord, GLenum pname, GLfloat *params); +GLAPI PFNGLGETTEXGENFVPROC glad_glGetTexGenfv; +#define glGetTexGenfv glad_glGetTexGenfv +typedef void (APIENTRYP PFNGLGETTEXGENIVPROC)(GLenum coord, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXGENIVPROC glad_glGetTexGeniv; +#define glGetTexGeniv glad_glGetTexGeniv +typedef GLboolean (APIENTRYP PFNGLISLISTPROC)(GLuint list); +GLAPI PFNGLISLISTPROC glad_glIsList; +#define glIsList glad_glIsList +typedef void (APIENTRYP PFNGLFRUSTUMPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI PFNGLFRUSTUMPROC glad_glFrustum; +#define glFrustum glad_glFrustum +typedef void (APIENTRYP PFNGLLOADIDENTITYPROC)(); +GLAPI PFNGLLOADIDENTITYPROC glad_glLoadIdentity; +#define glLoadIdentity glad_glLoadIdentity +typedef void (APIENTRYP PFNGLLOADMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLLOADMATRIXFPROC glad_glLoadMatrixf; +#define glLoadMatrixf glad_glLoadMatrixf +typedef void (APIENTRYP PFNGLLOADMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLLOADMATRIXDPROC glad_glLoadMatrixd; +#define glLoadMatrixd glad_glLoadMatrixd +typedef void (APIENTRYP PFNGLMATRIXMODEPROC)(GLenum mode); +GLAPI PFNGLMATRIXMODEPROC glad_glMatrixMode; +#define glMatrixMode glad_glMatrixMode +typedef void (APIENTRYP PFNGLMULTMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLMULTMATRIXFPROC glad_glMultMatrixf; +#define glMultMatrixf glad_glMultMatrixf +typedef void (APIENTRYP PFNGLMULTMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLMULTMATRIXDPROC glad_glMultMatrixd; +#define glMultMatrixd glad_glMultMatrixd +typedef void (APIENTRYP PFNGLORTHOPROC)(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI PFNGLORTHOPROC glad_glOrtho; +#define glOrtho glad_glOrtho +typedef void (APIENTRYP PFNGLPOPMATRIXPROC)(); +GLAPI PFNGLPOPMATRIXPROC glad_glPopMatrix; +#define glPopMatrix glad_glPopMatrix +typedef void (APIENTRYP PFNGLPUSHMATRIXPROC)(); +GLAPI PFNGLPUSHMATRIXPROC glad_glPushMatrix; +#define glPushMatrix glad_glPushMatrix +typedef void (APIENTRYP PFNGLROTATEDPROC)(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLROTATEDPROC glad_glRotated; +#define glRotated glad_glRotated +typedef void (APIENTRYP PFNGLROTATEFPROC)(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLROTATEFPROC glad_glRotatef; +#define glRotatef glad_glRotatef +typedef void (APIENTRYP PFNGLSCALEDPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLSCALEDPROC glad_glScaled; +#define glScaled glad_glScaled +typedef void (APIENTRYP PFNGLSCALEFPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLSCALEFPROC glad_glScalef; +#define glScalef glad_glScalef +typedef void (APIENTRYP PFNGLTRANSLATEDPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLTRANSLATEDPROC glad_glTranslated; +#define glTranslated glad_glTranslated +typedef void (APIENTRYP PFNGLTRANSLATEFPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLTRANSLATEFPROC glad_glTranslatef; +#define glTranslatef glad_glTranslatef +#endif +#ifndef GL_VERSION_1_1 +#define GL_VERSION_1_1 1 +GLAPI int GLAD_GL_VERSION_1_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC)(GLenum mode, GLint first, GLsizei count); +GLAPI PFNGLDRAWARRAYSPROC glad_glDrawArrays; +#define glDrawArrays glad_glDrawArrays +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWELEMENTSPROC glad_glDrawElements; +#define glDrawElements glad_glDrawElements +typedef void (APIENTRYP PFNGLGETPOINTERVPROC)(GLenum pname, void **params); +GLAPI PFNGLGETPOINTERVPROC glad_glGetPointerv; +#define glGetPointerv glad_glGetPointerv +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC)(GLfloat factor, GLfloat units); +GLAPI PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset; +#define glPolygonOffset glad_glPolygonOffset +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D; +#define glCopyTexImage1D glad_glCopyTexImage1D +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D; +#define glCopyTexImage2D glad_glCopyTexImage2D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D; +#define glCopyTexSubImage1D glad_glCopyTexSubImage1D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D; +#define glCopyTexSubImage2D glad_glCopyTexSubImage2D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D; +#define glTexSubImage1D glad_glTexSubImage1D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D; +#define glTexSubImage2D glad_glTexSubImage2D +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC)(GLenum target, GLuint texture); +GLAPI PFNGLBINDTEXTUREPROC glad_glBindTexture; +#define glBindTexture glad_glBindTexture +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC)(GLsizei n, const GLuint *textures); +GLAPI PFNGLDELETETEXTURESPROC glad_glDeleteTextures; +#define glDeleteTextures glad_glDeleteTextures +typedef void (APIENTRYP PFNGLGENTEXTURESPROC)(GLsizei n, GLuint *textures); +GLAPI PFNGLGENTEXTURESPROC glad_glGenTextures; +#define glGenTextures glad_glGenTextures +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC)(GLuint texture); +GLAPI PFNGLISTEXTUREPROC glad_glIsTexture; +#define glIsTexture glad_glIsTexture +typedef void (APIENTRYP PFNGLARRAYELEMENTPROC)(GLint i); +GLAPI PFNGLARRAYELEMENTPROC glad_glArrayElement; +#define glArrayElement glad_glArrayElement +typedef void (APIENTRYP PFNGLCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLCOLORPOINTERPROC glad_glColorPointer; +#define glColorPointer glad_glColorPointer +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC)(GLenum array); +GLAPI PFNGLDISABLECLIENTSTATEPROC glad_glDisableClientState; +#define glDisableClientState glad_glDisableClientState +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERPROC)(GLsizei stride, const void *pointer); +GLAPI PFNGLEDGEFLAGPOINTERPROC glad_glEdgeFlagPointer; +#define glEdgeFlagPointer glad_glEdgeFlagPointer +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEPROC)(GLenum array); +GLAPI PFNGLENABLECLIENTSTATEPROC glad_glEnableClientState; +#define glEnableClientState glad_glEnableClientState +typedef void (APIENTRYP PFNGLINDEXPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLINDEXPOINTERPROC glad_glIndexPointer; +#define glIndexPointer glad_glIndexPointer +typedef void (APIENTRYP PFNGLINTERLEAVEDARRAYSPROC)(GLenum format, GLsizei stride, const void *pointer); +GLAPI PFNGLINTERLEAVEDARRAYSPROC glad_glInterleavedArrays; +#define glInterleavedArrays glad_glInterleavedArrays +typedef void (APIENTRYP PFNGLNORMALPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLNORMALPOINTERPROC glad_glNormalPointer; +#define glNormalPointer glad_glNormalPointer +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLTEXCOORDPOINTERPROC glad_glTexCoordPointer; +#define glTexCoordPointer glad_glTexCoordPointer +typedef void (APIENTRYP PFNGLVERTEXPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXPOINTERPROC glad_glVertexPointer; +#define glVertexPointer glad_glVertexPointer +typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTPROC)(GLsizei n, const GLuint *textures, GLboolean *residences); +GLAPI PFNGLARETEXTURESRESIDENTPROC glad_glAreTexturesResident; +#define glAreTexturesResident glad_glAreTexturesResident +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESPROC)(GLsizei n, const GLuint *textures, const GLfloat *priorities); +GLAPI PFNGLPRIORITIZETEXTURESPROC glad_glPrioritizeTextures; +#define glPrioritizeTextures glad_glPrioritizeTextures +typedef void (APIENTRYP PFNGLINDEXUBPROC)(GLubyte c); +GLAPI PFNGLINDEXUBPROC glad_glIndexub; +#define glIndexub glad_glIndexub +typedef void (APIENTRYP PFNGLINDEXUBVPROC)(const GLubyte *c); +GLAPI PFNGLINDEXUBVPROC glad_glIndexubv; +#define glIndexubv glad_glIndexubv +typedef void (APIENTRYP PFNGLPOPCLIENTATTRIBPROC)(); +GLAPI PFNGLPOPCLIENTATTRIBPROC glad_glPopClientAttrib; +#define glPopClientAttrib glad_glPopClientAttrib +typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBPROC)(GLbitfield mask); +GLAPI PFNGLPUSHCLIENTATTRIBPROC glad_glPushClientAttrib; +#define glPushClientAttrib glad_glPushClientAttrib +#endif +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +GLAPI int GLAD_GL_VERSION_1_2; +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements; +#define glDrawRangeElements glad_glDrawRangeElements +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXIMAGE3DPROC glad_glTexImage3D; +#define glTexImage3D glad_glTexImage3D +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D; +#define glTexSubImage3D glad_glTexSubImage3D +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D; +#define glCopyTexSubImage3D glad_glCopyTexSubImage3D +#endif +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +GLAPI int GLAD_GL_VERSION_1_3; +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLACTIVETEXTUREPROC glad_glActiveTexture; +#define glActiveTexture glad_glActiveTexture +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC)(GLfloat value, GLboolean invert); +GLAPI PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage; +#define glSampleCoverage glad_glSampleCoverage +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D; +#define glCompressedTexImage3D glad_glCompressedTexImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D; +#define glCompressedTexImage2D glad_glCompressedTexImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D; +#define glCompressedTexImage1D glad_glCompressedTexImage1D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D; +#define glCompressedTexSubImage3D glad_glCompressedTexSubImage3D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D; +#define glCompressedTexSubImage2D glad_glCompressedTexSubImage2D +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D; +#define glCompressedTexSubImage1D glad_glCompressedTexSubImage1D +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC)(GLenum target, GLint level, void *img); +GLAPI PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage; +#define glGetCompressedTexImage glad_glGetCompressedTexImage +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC)(GLenum texture); +GLAPI PFNGLCLIENTACTIVETEXTUREPROC glad_glClientActiveTexture; +#define glClientActiveTexture glad_glClientActiveTexture +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC)(GLenum target, GLdouble s); +GLAPI PFNGLMULTITEXCOORD1DPROC glad_glMultiTexCoord1d; +#define glMultiTexCoord1d glad_glMultiTexCoord1d +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD1DVPROC glad_glMultiTexCoord1dv; +#define glMultiTexCoord1dv glad_glMultiTexCoord1dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC)(GLenum target, GLfloat s); +GLAPI PFNGLMULTITEXCOORD1FPROC glad_glMultiTexCoord1f; +#define glMultiTexCoord1f glad_glMultiTexCoord1f +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD1FVPROC glad_glMultiTexCoord1fv; +#define glMultiTexCoord1fv glad_glMultiTexCoord1fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC)(GLenum target, GLint s); +GLAPI PFNGLMULTITEXCOORD1IPROC glad_glMultiTexCoord1i; +#define glMultiTexCoord1i glad_glMultiTexCoord1i +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD1IVPROC glad_glMultiTexCoord1iv; +#define glMultiTexCoord1iv glad_glMultiTexCoord1iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC)(GLenum target, GLshort s); +GLAPI PFNGLMULTITEXCOORD1SPROC glad_glMultiTexCoord1s; +#define glMultiTexCoord1s glad_glMultiTexCoord1s +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD1SVPROC glad_glMultiTexCoord1sv; +#define glMultiTexCoord1sv glad_glMultiTexCoord1sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC)(GLenum target, GLdouble s, GLdouble t); +GLAPI PFNGLMULTITEXCOORD2DPROC glad_glMultiTexCoord2d; +#define glMultiTexCoord2d glad_glMultiTexCoord2d +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD2DVPROC glad_glMultiTexCoord2dv; +#define glMultiTexCoord2dv glad_glMultiTexCoord2dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC)(GLenum target, GLfloat s, GLfloat t); +GLAPI PFNGLMULTITEXCOORD2FPROC glad_glMultiTexCoord2f; +#define glMultiTexCoord2f glad_glMultiTexCoord2f +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD2FVPROC glad_glMultiTexCoord2fv; +#define glMultiTexCoord2fv glad_glMultiTexCoord2fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC)(GLenum target, GLint s, GLint t); +GLAPI PFNGLMULTITEXCOORD2IPROC glad_glMultiTexCoord2i; +#define glMultiTexCoord2i glad_glMultiTexCoord2i +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD2IVPROC glad_glMultiTexCoord2iv; +#define glMultiTexCoord2iv glad_glMultiTexCoord2iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC)(GLenum target, GLshort s, GLshort t); +GLAPI PFNGLMULTITEXCOORD2SPROC glad_glMultiTexCoord2s; +#define glMultiTexCoord2s glad_glMultiTexCoord2s +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD2SVPROC glad_glMultiTexCoord2sv; +#define glMultiTexCoord2sv glad_glMultiTexCoord2sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI PFNGLMULTITEXCOORD3DPROC glad_glMultiTexCoord3d; +#define glMultiTexCoord3d glad_glMultiTexCoord3d +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD3DVPROC glad_glMultiTexCoord3dv; +#define glMultiTexCoord3dv glad_glMultiTexCoord3dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI PFNGLMULTITEXCOORD3FPROC glad_glMultiTexCoord3f; +#define glMultiTexCoord3f glad_glMultiTexCoord3f +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD3FVPROC glad_glMultiTexCoord3fv; +#define glMultiTexCoord3fv glad_glMultiTexCoord3fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC)(GLenum target, GLint s, GLint t, GLint r); +GLAPI PFNGLMULTITEXCOORD3IPROC glad_glMultiTexCoord3i; +#define glMultiTexCoord3i glad_glMultiTexCoord3i +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD3IVPROC glad_glMultiTexCoord3iv; +#define glMultiTexCoord3iv glad_glMultiTexCoord3iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC)(GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI PFNGLMULTITEXCOORD3SPROC glad_glMultiTexCoord3s; +#define glMultiTexCoord3s glad_glMultiTexCoord3s +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD3SVPROC glad_glMultiTexCoord3sv; +#define glMultiTexCoord3sv glad_glMultiTexCoord3sv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC)(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI PFNGLMULTITEXCOORD4DPROC glad_glMultiTexCoord4d; +#define glMultiTexCoord4d glad_glMultiTexCoord4d +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC)(GLenum target, const GLdouble *v); +GLAPI PFNGLMULTITEXCOORD4DVPROC glad_glMultiTexCoord4dv; +#define glMultiTexCoord4dv glad_glMultiTexCoord4dv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC)(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI PFNGLMULTITEXCOORD4FPROC glad_glMultiTexCoord4f; +#define glMultiTexCoord4f glad_glMultiTexCoord4f +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC)(GLenum target, const GLfloat *v); +GLAPI PFNGLMULTITEXCOORD4FVPROC glad_glMultiTexCoord4fv; +#define glMultiTexCoord4fv glad_glMultiTexCoord4fv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC)(GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI PFNGLMULTITEXCOORD4IPROC glad_glMultiTexCoord4i; +#define glMultiTexCoord4i glad_glMultiTexCoord4i +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC)(GLenum target, const GLint *v); +GLAPI PFNGLMULTITEXCOORD4IVPROC glad_glMultiTexCoord4iv; +#define glMultiTexCoord4iv glad_glMultiTexCoord4iv +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC)(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI PFNGLMULTITEXCOORD4SPROC glad_glMultiTexCoord4s; +#define glMultiTexCoord4s glad_glMultiTexCoord4s +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC)(GLenum target, const GLshort *v); +GLAPI PFNGLMULTITEXCOORD4SVPROC glad_glMultiTexCoord4sv; +#define glMultiTexCoord4sv glad_glMultiTexCoord4sv +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXFPROC glad_glLoadTransposeMatrixf; +#define glLoadTransposeMatrixf glad_glLoadTransposeMatrixf +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLLOADTRANSPOSEMATRIXDPROC glad_glLoadTransposeMatrixd; +#define glLoadTransposeMatrixd glad_glLoadTransposeMatrixd +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC)(const GLfloat *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXFPROC glad_glMultTransposeMatrixf; +#define glMultTransposeMatrixf glad_glMultTransposeMatrixf +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC)(const GLdouble *m); +GLAPI PFNGLMULTTRANSPOSEMATRIXDPROC glad_glMultTransposeMatrixd; +#define glMultTransposeMatrixd glad_glMultTransposeMatrixd +#endif +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +GLAPI int GLAD_GL_VERSION_1_4; +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate; +#define glBlendFuncSeparate glad_glBlendFuncSeparate +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC)(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays; +#define glMultiDrawArrays glad_glMultiDrawArrays +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +GLAPI PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements; +#define glMultiDrawElements glad_glMultiDrawElements +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC)(GLenum pname, GLfloat param); +GLAPI PFNGLPOINTPARAMETERFPROC glad_glPointParameterf; +#define glPointParameterf glad_glPointParameterf +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC)(GLenum pname, const GLfloat *params); +GLAPI PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv; +#define glPointParameterfv glad_glPointParameterfv +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC)(GLenum pname, GLint param); +GLAPI PFNGLPOINTPARAMETERIPROC glad_glPointParameteri; +#define glPointParameteri glad_glPointParameteri +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC)(GLenum pname, const GLint *params); +GLAPI PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv; +#define glPointParameteriv glad_glPointParameteriv +typedef void (APIENTRYP PFNGLFOGCOORDFPROC)(GLfloat coord); +GLAPI PFNGLFOGCOORDFPROC glad_glFogCoordf; +#define glFogCoordf glad_glFogCoordf +typedef void (APIENTRYP PFNGLFOGCOORDFVPROC)(const GLfloat *coord); +GLAPI PFNGLFOGCOORDFVPROC glad_glFogCoordfv; +#define glFogCoordfv glad_glFogCoordfv +typedef void (APIENTRYP PFNGLFOGCOORDDPROC)(GLdouble coord); +GLAPI PFNGLFOGCOORDDPROC glad_glFogCoordd; +#define glFogCoordd glad_glFogCoordd +typedef void (APIENTRYP PFNGLFOGCOORDDVPROC)(const GLdouble *coord); +GLAPI PFNGLFOGCOORDDVPROC glad_glFogCoorddv; +#define glFogCoorddv glad_glFogCoorddv +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLFOGCOORDPOINTERPROC glad_glFogCoordPointer; +#define glFogCoordPointer glad_glFogCoordPointer +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC)(GLbyte red, GLbyte green, GLbyte blue); +GLAPI PFNGLSECONDARYCOLOR3BPROC glad_glSecondaryColor3b; +#define glSecondaryColor3b glad_glSecondaryColor3b +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC)(const GLbyte *v); +GLAPI PFNGLSECONDARYCOLOR3BVPROC glad_glSecondaryColor3bv; +#define glSecondaryColor3bv glad_glSecondaryColor3bv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC)(GLdouble red, GLdouble green, GLdouble blue); +GLAPI PFNGLSECONDARYCOLOR3DPROC glad_glSecondaryColor3d; +#define glSecondaryColor3d glad_glSecondaryColor3d +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC)(const GLdouble *v); +GLAPI PFNGLSECONDARYCOLOR3DVPROC glad_glSecondaryColor3dv; +#define glSecondaryColor3dv glad_glSecondaryColor3dv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC)(GLfloat red, GLfloat green, GLfloat blue); +GLAPI PFNGLSECONDARYCOLOR3FPROC glad_glSecondaryColor3f; +#define glSecondaryColor3f glad_glSecondaryColor3f +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC)(const GLfloat *v); +GLAPI PFNGLSECONDARYCOLOR3FVPROC glad_glSecondaryColor3fv; +#define glSecondaryColor3fv glad_glSecondaryColor3fv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC)(GLint red, GLint green, GLint blue); +GLAPI PFNGLSECONDARYCOLOR3IPROC glad_glSecondaryColor3i; +#define glSecondaryColor3i glad_glSecondaryColor3i +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC)(const GLint *v); +GLAPI PFNGLSECONDARYCOLOR3IVPROC glad_glSecondaryColor3iv; +#define glSecondaryColor3iv glad_glSecondaryColor3iv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC)(GLshort red, GLshort green, GLshort blue); +GLAPI PFNGLSECONDARYCOLOR3SPROC glad_glSecondaryColor3s; +#define glSecondaryColor3s glad_glSecondaryColor3s +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC)(const GLshort *v); +GLAPI PFNGLSECONDARYCOLOR3SVPROC glad_glSecondaryColor3sv; +#define glSecondaryColor3sv glad_glSecondaryColor3sv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC)(GLubyte red, GLubyte green, GLubyte blue); +GLAPI PFNGLSECONDARYCOLOR3UBPROC glad_glSecondaryColor3ub; +#define glSecondaryColor3ub glad_glSecondaryColor3ub +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC)(const GLubyte *v); +GLAPI PFNGLSECONDARYCOLOR3UBVPROC glad_glSecondaryColor3ubv; +#define glSecondaryColor3ubv glad_glSecondaryColor3ubv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC)(GLuint red, GLuint green, GLuint blue); +GLAPI PFNGLSECONDARYCOLOR3UIPROC glad_glSecondaryColor3ui; +#define glSecondaryColor3ui glad_glSecondaryColor3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC)(const GLuint *v); +GLAPI PFNGLSECONDARYCOLOR3UIVPROC glad_glSecondaryColor3uiv; +#define glSecondaryColor3uiv glad_glSecondaryColor3uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC)(GLushort red, GLushort green, GLushort blue); +GLAPI PFNGLSECONDARYCOLOR3USPROC glad_glSecondaryColor3us; +#define glSecondaryColor3us glad_glSecondaryColor3us +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC)(const GLushort *v); +GLAPI PFNGLSECONDARYCOLOR3USVPROC glad_glSecondaryColor3usv; +#define glSecondaryColor3usv glad_glSecondaryColor3usv +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC)(GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLSECONDARYCOLORPOINTERPROC glad_glSecondaryColorPointer; +#define glSecondaryColorPointer glad_glSecondaryColorPointer +typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC)(GLdouble x, GLdouble y); +GLAPI PFNGLWINDOWPOS2DPROC glad_glWindowPos2d; +#define glWindowPos2d glad_glWindowPos2d +typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS2DVPROC glad_glWindowPos2dv; +#define glWindowPos2dv glad_glWindowPos2dv +typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC)(GLfloat x, GLfloat y); +GLAPI PFNGLWINDOWPOS2FPROC glad_glWindowPos2f; +#define glWindowPos2f glad_glWindowPos2f +typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS2FVPROC glad_glWindowPos2fv; +#define glWindowPos2fv glad_glWindowPos2fv +typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC)(GLint x, GLint y); +GLAPI PFNGLWINDOWPOS2IPROC glad_glWindowPos2i; +#define glWindowPos2i glad_glWindowPos2i +typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS2IVPROC glad_glWindowPos2iv; +#define glWindowPos2iv glad_glWindowPos2iv +typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC)(GLshort x, GLshort y); +GLAPI PFNGLWINDOWPOS2SPROC glad_glWindowPos2s; +#define glWindowPos2s glad_glWindowPos2s +typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS2SVPROC glad_glWindowPos2sv; +#define glWindowPos2sv glad_glWindowPos2sv +typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC)(GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLWINDOWPOS3DPROC glad_glWindowPos3d; +#define glWindowPos3d glad_glWindowPos3d +typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC)(const GLdouble *v); +GLAPI PFNGLWINDOWPOS3DVPROC glad_glWindowPos3dv; +#define glWindowPos3dv glad_glWindowPos3dv +typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC)(GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLWINDOWPOS3FPROC glad_glWindowPos3f; +#define glWindowPos3f glad_glWindowPos3f +typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC)(const GLfloat *v); +GLAPI PFNGLWINDOWPOS3FVPROC glad_glWindowPos3fv; +#define glWindowPos3fv glad_glWindowPos3fv +typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC)(GLint x, GLint y, GLint z); +GLAPI PFNGLWINDOWPOS3IPROC glad_glWindowPos3i; +#define glWindowPos3i glad_glWindowPos3i +typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC)(const GLint *v); +GLAPI PFNGLWINDOWPOS3IVPROC glad_glWindowPos3iv; +#define glWindowPos3iv glad_glWindowPos3iv +typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC)(GLshort x, GLshort y, GLshort z); +GLAPI PFNGLWINDOWPOS3SPROC glad_glWindowPos3s; +#define glWindowPos3s glad_glWindowPos3s +typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC)(const GLshort *v); +GLAPI PFNGLWINDOWPOS3SVPROC glad_glWindowPos3sv; +#define glWindowPos3sv glad_glWindowPos3sv +typedef void (APIENTRYP PFNGLBLENDCOLORPROC)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI PFNGLBLENDCOLORPROC glad_glBlendColor; +#define glBlendColor glad_glBlendColor +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC)(GLenum mode); +GLAPI PFNGLBLENDEQUATIONPROC glad_glBlendEquation; +#define glBlendEquation glad_glBlendEquation +#endif +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +GLAPI int GLAD_GL_VERSION_1_5; +typedef void (APIENTRYP PFNGLGENQUERIESPROC)(GLsizei n, GLuint *ids); +GLAPI PFNGLGENQUERIESPROC glad_glGenQueries; +#define glGenQueries glad_glGenQueries +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC)(GLsizei n, const GLuint *ids); +GLAPI PFNGLDELETEQUERIESPROC glad_glDeleteQueries; +#define glDeleteQueries glad_glDeleteQueries +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC)(GLuint id); +GLAPI PFNGLISQUERYPROC glad_glIsQuery; +#define glIsQuery glad_glIsQuery +typedef void (APIENTRYP PFNGLBEGINQUERYPROC)(GLenum target, GLuint id); +GLAPI PFNGLBEGINQUERYPROC glad_glBeginQuery; +#define glBeginQuery glad_glBeginQuery +typedef void (APIENTRYP PFNGLENDQUERYPROC)(GLenum target); +GLAPI PFNGLENDQUERYPROC glad_glEndQuery; +#define glEndQuery glad_glEndQuery +typedef void (APIENTRYP PFNGLGETQUERYIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYIVPROC glad_glGetQueryiv; +#define glGetQueryiv glad_glGetQueryiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC)(GLuint id, GLenum pname, GLint *params); +GLAPI PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv; +#define glGetQueryObjectiv glad_glGetQueryObjectiv +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC)(GLuint id, GLenum pname, GLuint *params); +GLAPI PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv; +#define glGetQueryObjectuiv glad_glGetQueryObjectuiv +typedef void (APIENTRYP PFNGLBINDBUFFERPROC)(GLenum target, GLuint buffer); +GLAPI PFNGLBINDBUFFERPROC glad_glBindBuffer; +#define glBindBuffer glad_glBindBuffer +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC)(GLsizei n, const GLuint *buffers); +GLAPI PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers; +#define glDeleteBuffers glad_glDeleteBuffers +typedef void (APIENTRYP PFNGLGENBUFFERSPROC)(GLsizei n, GLuint *buffers); +GLAPI PFNGLGENBUFFERSPROC glad_glGenBuffers; +#define glGenBuffers glad_glGenBuffers +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC)(GLuint buffer); +GLAPI PFNGLISBUFFERPROC glad_glIsBuffer; +#define glIsBuffer glad_glIsBuffer +typedef void (APIENTRYP PFNGLBUFFERDATAPROC)(GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI PFNGLBUFFERDATAPROC glad_glBufferData; +#define glBufferData glad_glBufferData +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI PFNGLBUFFERSUBDATAPROC glad_glBufferSubData; +#define glBufferSubData glad_glBufferSubData +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC)(GLenum target, GLintptr offset, GLsizeiptr size, void *data); +GLAPI PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData; +#define glGetBufferSubData glad_glGetBufferSubData +typedef void * (APIENTRYP PFNGLMAPBUFFERPROC)(GLenum target, GLenum access); +GLAPI PFNGLMAPBUFFERPROC glad_glMapBuffer; +#define glMapBuffer glad_glMapBuffer +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC)(GLenum target); +GLAPI PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer; +#define glUnmapBuffer glad_glUnmapBuffer +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv; +#define glGetBufferParameteriv glad_glGetBufferParameteriv +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC)(GLenum target, GLenum pname, void **params); +GLAPI PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv; +#define glGetBufferPointerv glad_glGetBufferPointerv +#endif +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +GLAPI int GLAD_GL_VERSION_2_0; +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC)(GLenum modeRGB, GLenum modeAlpha); +GLAPI PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate; +#define glBlendEquationSeparate glad_glBlendEquationSeparate +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC)(GLsizei n, const GLenum *bufs); +GLAPI PFNGLDRAWBUFFERSPROC glad_glDrawBuffers; +#define glDrawBuffers glad_glDrawBuffers +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate; +#define glStencilOpSeparate glad_glStencilOpSeparate +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC)(GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate; +#define glStencilFuncSeparate glad_glStencilFuncSeparate +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC)(GLenum face, GLuint mask); +GLAPI PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate; +#define glStencilMaskSeparate glad_glStencilMaskSeparate +typedef void (APIENTRYP PFNGLATTACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLATTACHSHADERPROC glad_glAttachShader; +#define glAttachShader glad_glAttachShader +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC)(GLuint program, GLuint index, const GLchar *name); +GLAPI PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation; +#define glBindAttribLocation glad_glBindAttribLocation +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC)(GLuint shader); +GLAPI PFNGLCOMPILESHADERPROC glad_glCompileShader; +#define glCompileShader glad_glCompileShader +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC)(); +GLAPI PFNGLCREATEPROGRAMPROC glad_glCreateProgram; +#define glCreateProgram glad_glCreateProgram +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC)(GLenum type); +GLAPI PFNGLCREATESHADERPROC glad_glCreateShader; +#define glCreateShader glad_glCreateShader +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC)(GLuint program); +GLAPI PFNGLDELETEPROGRAMPROC glad_glDeleteProgram; +#define glDeleteProgram glad_glDeleteProgram +typedef void (APIENTRYP PFNGLDELETESHADERPROC)(GLuint shader); +GLAPI PFNGLDELETESHADERPROC glad_glDeleteShader; +#define glDeleteShader glad_glDeleteShader +typedef void (APIENTRYP PFNGLDETACHSHADERPROC)(GLuint program, GLuint shader); +GLAPI PFNGLDETACHSHADERPROC glad_glDetachShader; +#define glDetachShader glad_glDetachShader +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray; +#define glDisableVertexAttribArray glad_glDisableVertexAttribArray +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint index); +GLAPI PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray; +#define glEnableVertexAttribArray glad_glEnableVertexAttribArray +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib; +#define glGetActiveAttrib glad_glGetActiveAttrib +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform; +#define glGetActiveUniform glad_glGetActiveUniform +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLAPI PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders; +#define glGetAttachedShaders glad_glGetAttachedShaders +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation; +#define glGetAttribLocation glad_glGetAttribLocation +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC)(GLuint program, GLenum pname, GLint *params); +GLAPI PFNGLGETPROGRAMIVPROC glad_glGetProgramiv; +#define glGetProgramiv glad_glGetProgramiv +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog; +#define glGetProgramInfoLog glad_glGetProgramInfoLog +typedef void (APIENTRYP PFNGLGETSHADERIVPROC)(GLuint shader, GLenum pname, GLint *params); +GLAPI PFNGLGETSHADERIVPROC glad_glGetShaderiv; +#define glGetShaderiv glad_glGetShaderiv +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog; +#define glGetShaderInfoLog glad_glGetShaderInfoLog +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource; +#define glGetShaderSource glad_glGetShaderSource +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation; +#define glGetUniformLocation glad_glGetUniformLocation +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC)(GLuint program, GLint location, GLfloat *params); +GLAPI PFNGLGETUNIFORMFVPROC glad_glGetUniformfv; +#define glGetUniformfv glad_glGetUniformfv +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC)(GLuint program, GLint location, GLint *params); +GLAPI PFNGLGETUNIFORMIVPROC glad_glGetUniformiv; +#define glGetUniformiv glad_glGetUniformiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC)(GLuint index, GLenum pname, GLdouble *params); +GLAPI PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv; +#define glGetVertexAttribdv glad_glGetVertexAttribdv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC)(GLuint index, GLenum pname, GLfloat *params); +GLAPI PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv; +#define glGetVertexAttribfv glad_glGetVertexAttribfv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv; +#define glGetVertexAttribiv glad_glGetVertexAttribiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC)(GLuint index, GLenum pname, void **pointer); +GLAPI PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv; +#define glGetVertexAttribPointerv glad_glGetVertexAttribPointerv +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC)(GLuint program); +GLAPI PFNGLISPROGRAMPROC glad_glIsProgram; +#define glIsProgram glad_glIsProgram +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC)(GLuint shader); +GLAPI PFNGLISSHADERPROC glad_glIsShader; +#define glIsShader glad_glIsShader +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC)(GLuint program); +GLAPI PFNGLLINKPROGRAMPROC glad_glLinkProgram; +#define glLinkProgram glad_glLinkProgram +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI PFNGLSHADERSOURCEPROC glad_glShaderSource; +#define glShaderSource glad_glShaderSource +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC)(GLuint program); +GLAPI PFNGLUSEPROGRAMPROC glad_glUseProgram; +#define glUseProgram glad_glUseProgram +typedef void (APIENTRYP PFNGLUNIFORM1FPROC)(GLint location, GLfloat v0); +GLAPI PFNGLUNIFORM1FPROC glad_glUniform1f; +#define glUniform1f glad_glUniform1f +typedef void (APIENTRYP PFNGLUNIFORM2FPROC)(GLint location, GLfloat v0, GLfloat v1); +GLAPI PFNGLUNIFORM2FPROC glad_glUniform2f; +#define glUniform2f glad_glUniform2f +typedef void (APIENTRYP PFNGLUNIFORM3FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI PFNGLUNIFORM3FPROC glad_glUniform3f; +#define glUniform3f glad_glUniform3f +typedef void (APIENTRYP PFNGLUNIFORM4FPROC)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI PFNGLUNIFORM4FPROC glad_glUniform4f; +#define glUniform4f glad_glUniform4f +typedef void (APIENTRYP PFNGLUNIFORM1IPROC)(GLint location, GLint v0); +GLAPI PFNGLUNIFORM1IPROC glad_glUniform1i; +#define glUniform1i glad_glUniform1i +typedef void (APIENTRYP PFNGLUNIFORM2IPROC)(GLint location, GLint v0, GLint v1); +GLAPI PFNGLUNIFORM2IPROC glad_glUniform2i; +#define glUniform2i glad_glUniform2i +typedef void (APIENTRYP PFNGLUNIFORM3IPROC)(GLint location, GLint v0, GLint v1, GLint v2); +GLAPI PFNGLUNIFORM3IPROC glad_glUniform3i; +#define glUniform3i glad_glUniform3i +typedef void (APIENTRYP PFNGLUNIFORM4IPROC)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI PFNGLUNIFORM4IPROC glad_glUniform4i; +#define glUniform4i glad_glUniform4i +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM1FVPROC glad_glUniform1fv; +#define glUniform1fv glad_glUniform1fv +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM2FVPROC glad_glUniform2fv; +#define glUniform2fv glad_glUniform2fv +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM3FVPROC glad_glUniform3fv; +#define glUniform3fv glad_glUniform3fv +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC)(GLint location, GLsizei count, const GLfloat *value); +GLAPI PFNGLUNIFORM4FVPROC glad_glUniform4fv; +#define glUniform4fv glad_glUniform4fv +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM1IVPROC glad_glUniform1iv; +#define glUniform1iv glad_glUniform1iv +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM2IVPROC glad_glUniform2iv; +#define glUniform2iv glad_glUniform2iv +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM3IVPROC glad_glUniform3iv; +#define glUniform3iv glad_glUniform3iv +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC)(GLint location, GLsizei count, const GLint *value); +GLAPI PFNGLUNIFORM4IVPROC glad_glUniform4iv; +#define glUniform4iv glad_glUniform4iv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv; +#define glUniformMatrix2fv glad_glUniformMatrix2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv; +#define glUniformMatrix3fv glad_glUniformMatrix3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv; +#define glUniformMatrix4fv glad_glUniformMatrix4fv +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC)(GLuint program); +GLAPI PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram; +#define glValidateProgram glad_glValidateProgram +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC)(GLuint index, GLdouble x); +GLAPI PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d; +#define glVertexAttrib1d glad_glVertexAttrib1d +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv; +#define glVertexAttrib1dv glad_glVertexAttrib1dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC)(GLuint index, GLfloat x); +GLAPI PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f; +#define glVertexAttrib1f glad_glVertexAttrib1f +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv; +#define glVertexAttrib1fv glad_glVertexAttrib1fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC)(GLuint index, GLshort x); +GLAPI PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s; +#define glVertexAttrib1s glad_glVertexAttrib1s +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv; +#define glVertexAttrib1sv glad_glVertexAttrib1sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC)(GLuint index, GLdouble x, GLdouble y); +GLAPI PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d; +#define glVertexAttrib2d glad_glVertexAttrib2d +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv; +#define glVertexAttrib2dv glad_glVertexAttrib2dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC)(GLuint index, GLfloat x, GLfloat y); +GLAPI PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f; +#define glVertexAttrib2f glad_glVertexAttrib2f +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv; +#define glVertexAttrib2fv glad_glVertexAttrib2fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC)(GLuint index, GLshort x, GLshort y); +GLAPI PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s; +#define glVertexAttrib2s glad_glVertexAttrib2s +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv; +#define glVertexAttrib2sv glad_glVertexAttrib2sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d; +#define glVertexAttrib3d glad_glVertexAttrib3d +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv; +#define glVertexAttrib3dv glad_glVertexAttrib3dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f; +#define glVertexAttrib3f glad_glVertexAttrib3f +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv; +#define glVertexAttrib3fv glad_glVertexAttrib3fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC)(GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s; +#define glVertexAttrib3s glad_glVertexAttrib3s +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv; +#define glVertexAttrib3sv glad_glVertexAttrib3sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv; +#define glVertexAttrib4Nbv glad_glVertexAttrib4Nbv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv; +#define glVertexAttrib4Niv glad_glVertexAttrib4Niv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv; +#define glVertexAttrib4Nsv glad_glVertexAttrib4Nsv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub; +#define glVertexAttrib4Nub glad_glVertexAttrib4Nub +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv; +#define glVertexAttrib4Nubv glad_glVertexAttrib4Nubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv; +#define glVertexAttrib4Nuiv glad_glVertexAttrib4Nuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv; +#define glVertexAttrib4Nusv glad_glVertexAttrib4Nusv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv; +#define glVertexAttrib4bv glad_glVertexAttrib4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d; +#define glVertexAttrib4d glad_glVertexAttrib4d +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC)(GLuint index, const GLdouble *v); +GLAPI PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv; +#define glVertexAttrib4dv glad_glVertexAttrib4dv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f; +#define glVertexAttrib4f glad_glVertexAttrib4f +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC)(GLuint index, const GLfloat *v); +GLAPI PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv; +#define glVertexAttrib4fv glad_glVertexAttrib4fv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv; +#define glVertexAttrib4iv glad_glVertexAttrib4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s; +#define glVertexAttrib4s glad_glVertexAttrib4s +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv; +#define glVertexAttrib4sv glad_glVertexAttrib4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv; +#define glVertexAttrib4ubv glad_glVertexAttrib4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv; +#define glVertexAttrib4uiv glad_glVertexAttrib4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv; +#define glVertexAttrib4usv glad_glVertexAttrib4usv +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer; +#define glVertexAttribPointer glad_glVertexAttribPointer +#endif +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +GLAPI int GLAD_GL_VERSION_2_1; +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv; +#define glUniformMatrix2x3fv glad_glUniformMatrix2x3fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv; +#define glUniformMatrix3x2fv glad_glUniformMatrix3x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv; +#define glUniformMatrix2x4fv glad_glUniformMatrix2x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv; +#define glUniformMatrix4x2fv glad_glUniformMatrix4x2fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv; +#define glUniformMatrix3x4fv glad_glUniformMatrix3x4fv +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv; +#define glUniformMatrix4x3fv glad_glUniformMatrix4x3fv +#endif +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +GLAPI int GLAD_GL_VERSION_3_0; +typedef void (APIENTRYP PFNGLCOLORMASKIPROC)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI PFNGLCOLORMASKIPROC glad_glColorMaski; +#define glColorMaski glad_glColorMaski +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC)(GLenum target, GLuint index, GLboolean *data); +GLAPI PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v; +#define glGetBooleani_v glad_glGetBooleani_v +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC)(GLenum target, GLuint index, GLint *data); +GLAPI PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v; +#define glGetIntegeri_v glad_glGetIntegeri_v +typedef void (APIENTRYP PFNGLENABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLENABLEIPROC glad_glEnablei; +#define glEnablei glad_glEnablei +typedef void (APIENTRYP PFNGLDISABLEIPROC)(GLenum target, GLuint index); +GLAPI PFNGLDISABLEIPROC glad_glDisablei; +#define glDisablei glad_glDisablei +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC)(GLenum target, GLuint index); +GLAPI PFNGLISENABLEDIPROC glad_glIsEnabledi; +#define glIsEnabledi glad_glIsEnabledi +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC)(GLenum primitiveMode); +GLAPI PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback; +#define glBeginTransformFeedback glad_glBeginTransformFeedback +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC)(); +GLAPI PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback; +#define glEndTransformFeedback glad_glEndTransformFeedback +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange; +#define glBindBufferRange glad_glBindBufferRange +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC)(GLenum target, GLuint index, GLuint buffer); +GLAPI PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase; +#define glBindBufferBase glad_glBindBufferBase +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings; +#define glTransformFeedbackVaryings glad_glTransformFeedbackVaryings +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying; +#define glGetTransformFeedbackVarying glad_glGetTransformFeedbackVarying +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC)(GLenum target, GLenum clamp); +GLAPI PFNGLCLAMPCOLORPROC glad_glClampColor; +#define glClampColor glad_glClampColor +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC)(GLuint id, GLenum mode); +GLAPI PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender; +#define glBeginConditionalRender glad_glBeginConditionalRender +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC)(); +GLAPI PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender; +#define glEndConditionalRender glad_glEndConditionalRender +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer; +#define glVertexAttribIPointer glad_glVertexAttribIPointer +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC)(GLuint index, GLenum pname, GLint *params); +GLAPI PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv; +#define glGetVertexAttribIiv glad_glGetVertexAttribIiv +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC)(GLuint index, GLenum pname, GLuint *params); +GLAPI PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv; +#define glGetVertexAttribIuiv glad_glGetVertexAttribIuiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC)(GLuint index, GLint x); +GLAPI PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i; +#define glVertexAttribI1i glad_glVertexAttribI1i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC)(GLuint index, GLint x, GLint y); +GLAPI PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i; +#define glVertexAttribI2i glad_glVertexAttribI2i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC)(GLuint index, GLint x, GLint y, GLint z); +GLAPI PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i; +#define glVertexAttribI3i glad_glVertexAttribI3i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC)(GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i; +#define glVertexAttribI4i glad_glVertexAttribI4i +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC)(GLuint index, GLuint x); +GLAPI PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui; +#define glVertexAttribI1ui glad_glVertexAttribI1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC)(GLuint index, GLuint x, GLuint y); +GLAPI PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui; +#define glVertexAttribI2ui glad_glVertexAttribI2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui; +#define glVertexAttribI3ui glad_glVertexAttribI3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui; +#define glVertexAttribI4ui glad_glVertexAttribI4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv; +#define glVertexAttribI1iv glad_glVertexAttribI1iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv; +#define glVertexAttribI2iv glad_glVertexAttribI2iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv; +#define glVertexAttribI3iv glad_glVertexAttribI3iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC)(GLuint index, const GLint *v); +GLAPI PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv; +#define glVertexAttribI4iv glad_glVertexAttribI4iv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv; +#define glVertexAttribI1uiv glad_glVertexAttribI1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv; +#define glVertexAttribI2uiv glad_glVertexAttribI2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv; +#define glVertexAttribI3uiv glad_glVertexAttribI3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC)(GLuint index, const GLuint *v); +GLAPI PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv; +#define glVertexAttribI4uiv glad_glVertexAttribI4uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC)(GLuint index, const GLbyte *v); +GLAPI PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv; +#define glVertexAttribI4bv glad_glVertexAttribI4bv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC)(GLuint index, const GLshort *v); +GLAPI PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv; +#define glVertexAttribI4sv glad_glVertexAttribI4sv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC)(GLuint index, const GLubyte *v); +GLAPI PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv; +#define glVertexAttribI4ubv glad_glVertexAttribI4ubv +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC)(GLuint index, const GLushort *v); +GLAPI PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv; +#define glVertexAttribI4usv glad_glVertexAttribI4usv +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC)(GLuint program, GLint location, GLuint *params); +GLAPI PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv; +#define glGetUniformuiv glad_glGetUniformuiv +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC)(GLuint program, GLuint color, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation; +#define glBindFragDataLocation glad_glBindFragDataLocation +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation; +#define glGetFragDataLocation glad_glGetFragDataLocation +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC)(GLint location, GLuint v0); +GLAPI PFNGLUNIFORM1UIPROC glad_glUniform1ui; +#define glUniform1ui glad_glUniform1ui +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC)(GLint location, GLuint v0, GLuint v1); +GLAPI PFNGLUNIFORM2UIPROC glad_glUniform2ui; +#define glUniform2ui glad_glUniform2ui +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI PFNGLUNIFORM3UIPROC glad_glUniform3ui; +#define glUniform3ui glad_glUniform3ui +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI PFNGLUNIFORM4UIPROC glad_glUniform4ui; +#define glUniform4ui glad_glUniform4ui +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM1UIVPROC glad_glUniform1uiv; +#define glUniform1uiv glad_glUniform1uiv +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM2UIVPROC glad_glUniform2uiv; +#define glUniform2uiv glad_glUniform2uiv +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM3UIVPROC glad_glUniform3uiv; +#define glUniform3uiv glad_glUniform3uiv +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC)(GLint location, GLsizei count, const GLuint *value); +GLAPI PFNGLUNIFORM4UIVPROC glad_glUniform4uiv; +#define glUniform4uiv glad_glUniform4uiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, const GLint *params); +GLAPI PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv; +#define glTexParameterIiv glad_glTexParameterIiv +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, const GLuint *params); +GLAPI PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv; +#define glTexParameterIuiv glad_glTexParameterIuiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv; +#define glGetTexParameterIiv glad_glGetTexParameterIiv +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC)(GLenum target, GLenum pname, GLuint *params); +GLAPI PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv; +#define glGetTexParameterIuiv glad_glGetTexParameterIuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC)(GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv; +#define glClearBufferiv glad_glClearBufferiv +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC)(GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv; +#define glClearBufferuiv glad_glClearBufferuiv +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC)(GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv; +#define glClearBufferfv glad_glClearBufferfv +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi; +#define glClearBufferfi glad_glClearBufferfi +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGIPROC)(GLenum name, GLuint index); +GLAPI PFNGLGETSTRINGIPROC glad_glGetStringi; +#define glGetStringi glad_glGetStringi +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC)(GLuint renderbuffer); +GLAPI PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer; +#define glIsRenderbuffer glad_glIsRenderbuffer +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC)(GLenum target, GLuint renderbuffer); +GLAPI PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer; +#define glBindRenderbuffer glad_glBindRenderbuffer +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC)(GLsizei n, const GLuint *renderbuffers); +GLAPI PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers; +#define glDeleteRenderbuffers glad_glDeleteRenderbuffers +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC)(GLsizei n, GLuint *renderbuffers); +GLAPI PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers; +#define glGenRenderbuffers glad_glGenRenderbuffers +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage; +#define glRenderbufferStorage glad_glRenderbufferStorage +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC)(GLenum target, GLenum pname, GLint *params); +GLAPI PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv; +#define glGetRenderbufferParameteriv glad_glGetRenderbufferParameteriv +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC)(GLuint framebuffer); +GLAPI PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer; +#define glIsFramebuffer glad_glIsFramebuffer +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC)(GLenum target, GLuint framebuffer); +GLAPI PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer; +#define glBindFramebuffer glad_glBindFramebuffer +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC)(GLsizei n, const GLuint *framebuffers); +GLAPI PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers; +#define glDeleteFramebuffers glad_glDeleteFramebuffers +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC)(GLsizei n, GLuint *framebuffers); +GLAPI PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers; +#define glGenFramebuffers glad_glGenFramebuffers +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC)(GLenum target); +GLAPI PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus; +#define glCheckFramebufferStatus glad_glCheckFramebufferStatus +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D; +#define glFramebufferTexture1D glad_glFramebufferTexture1D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D; +#define glFramebufferTexture2D glad_glFramebufferTexture2D +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D; +#define glFramebufferTexture3D glad_glFramebufferTexture3D +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer; +#define glFramebufferRenderbuffer glad_glFramebufferRenderbuffer +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv; +#define glGetFramebufferAttachmentParameteriv glad_glGetFramebufferAttachmentParameteriv +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC)(GLenum target); +GLAPI PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap; +#define glGenerateMipmap glad_glGenerateMipmap +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer; +#define glBlitFramebuffer glad_glBlitFramebuffer +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample; +#define glRenderbufferStorageMultisample glad_glRenderbufferStorageMultisample +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer; +#define glFramebufferTextureLayer glad_glFramebufferTextureLayer +typedef void * (APIENTRYP PFNGLMAPBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange; +#define glMapBufferRange glad_glMapBufferRange +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC)(GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange; +#define glFlushMappedBufferRange glad_glFlushMappedBufferRange +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray; +#define glBindVertexArray glad_glBindVertexArray +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC)(GLsizei n, const GLuint *arrays); +GLAPI PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays; +#define glDeleteVertexArrays glad_glDeleteVertexArrays +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC)(GLsizei n, GLuint *arrays); +GLAPI PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays; +#define glGenVertexArrays glad_glGenVertexArrays +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC)(GLuint array); +GLAPI PFNGLISVERTEXARRAYPROC glad_glIsVertexArray; +#define glIsVertexArray glad_glIsVertexArray +#endif +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +GLAPI int GLAD_GL_VERSION_3_1; +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced; +#define glDrawArraysInstanced glad_glDrawArraysInstanced +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +GLAPI PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced; +#define glDrawElementsInstanced glad_glDrawElementsInstanced +typedef void (APIENTRYP PFNGLTEXBUFFERPROC)(GLenum target, GLenum internalformat, GLuint buffer); +GLAPI PFNGLTEXBUFFERPROC glad_glTexBuffer; +#define glTexBuffer glad_glTexBuffer +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC)(GLuint index); +GLAPI PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex; +#define glPrimitiveRestartIndex glad_glPrimitiveRestartIndex +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData; +#define glCopyBufferSubData glad_glCopyBufferSubData +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +GLAPI PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices; +#define glGetUniformIndices glad_glGetUniformIndices +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv; +#define glGetActiveUniformsiv glad_glGetActiveUniformsiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName; +#define glGetActiveUniformName glad_glGetActiveUniformName +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC)(GLuint program, const GLchar *uniformBlockName); +GLAPI PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex; +#define glGetUniformBlockIndex glad_glGetUniformBlockIndex +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv; +#define glGetActiveUniformBlockiv glad_glGetActiveUniformBlockiv +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName; +#define glGetActiveUniformBlockName glad_glGetActiveUniformBlockName +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +GLAPI PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding; +#define glUniformBlockBinding glad_glUniformBlockBinding +#endif +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +GLAPI int GLAD_GL_VERSION_3_2; +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex; +#define glDrawElementsBaseVertex glad_glDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex; +#define glDrawRangeElementsBaseVertex glad_glDrawRangeElementsBaseVertex +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex; +#define glDrawElementsInstancedBaseVertex glad_glDrawElementsInstancedBaseVertex +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)(GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +GLAPI PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex; +#define glMultiDrawElementsBaseVertex glad_glMultiDrawElementsBaseVertex +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC)(GLenum mode); +GLAPI PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex; +#define glProvokingVertex glad_glProvokingVertex +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC)(GLenum condition, GLbitfield flags); +GLAPI PFNGLFENCESYNCPROC glad_glFenceSync; +#define glFenceSync glad_glFenceSync +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC)(GLsync sync); +GLAPI PFNGLISSYNCPROC glad_glIsSync; +#define glIsSync glad_glIsSync +typedef void (APIENTRYP PFNGLDELETESYNCPROC)(GLsync sync); +GLAPI PFNGLDELETESYNCPROC glad_glDeleteSync; +#define glDeleteSync glad_glDeleteSync +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync; +#define glClientWaitSync glad_glClientWaitSync +typedef void (APIENTRYP PFNGLWAITSYNCPROC)(GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI PFNGLWAITSYNCPROC glad_glWaitSync; +#define glWaitSync glad_glWaitSync +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC)(GLenum pname, GLint64 *data); +GLAPI PFNGLGETINTEGER64VPROC glad_glGetInteger64v; +#define glGetInteger64v glad_glGetInteger64v +typedef void (APIENTRYP PFNGLGETSYNCIVPROC)(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); +GLAPI PFNGLGETSYNCIVPROC glad_glGetSynciv; +#define glGetSynciv glad_glGetSynciv +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC)(GLenum target, GLuint index, GLint64 *data); +GLAPI PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v; +#define glGetInteger64i_v glad_glGetInteger64i_v +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC)(GLenum target, GLenum pname, GLint64 *params); +GLAPI PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v; +#define glGetBufferParameteri64v glad_glGetBufferParameteri64v +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC)(GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture; +#define glFramebufferTexture glad_glFramebufferTexture +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample; +#define glTexImage2DMultisample glad_glTexImage2DMultisample +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample; +#define glTexImage3DMultisample glad_glTexImage3DMultisample +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC)(GLenum pname, GLuint index, GLfloat *val); +GLAPI PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv; +#define glGetMultisamplefv glad_glGetMultisamplefv +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC)(GLuint maskNumber, GLbitfield mask); +GLAPI PFNGLSAMPLEMASKIPROC glad_glSampleMaski; +#define glSampleMaski glad_glSampleMaski +#endif +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +GLAPI int GLAD_GL_VERSION_3_3; +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed; +#define glBindFragDataLocationIndexed glad_glBindFragDataLocationIndexed +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC)(GLuint program, const GLchar *name); +GLAPI PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex; +#define glGetFragDataIndex glad_glGetFragDataIndex +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC)(GLsizei count, GLuint *samplers); +GLAPI PFNGLGENSAMPLERSPROC glad_glGenSamplers; +#define glGenSamplers glad_glGenSamplers +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC)(GLsizei count, const GLuint *samplers); +GLAPI PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers; +#define glDeleteSamplers glad_glDeleteSamplers +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC)(GLuint sampler); +GLAPI PFNGLISSAMPLERPROC glad_glIsSampler; +#define glIsSampler glad_glIsSampler +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC)(GLuint unit, GLuint sampler); +GLAPI PFNGLBINDSAMPLERPROC glad_glBindSampler; +#define glBindSampler glad_glBindSampler +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC)(GLuint sampler, GLenum pname, GLint param); +GLAPI PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri; +#define glSamplerParameteri glad_glSamplerParameteri +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv; +#define glSamplerParameteriv glad_glSamplerParameteriv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC)(GLuint sampler, GLenum pname, GLfloat param); +GLAPI PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf; +#define glSamplerParameterf glad_glSamplerParameterf +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv; +#define glSamplerParameterfv glad_glSamplerParameterfv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, const GLint *param); +GLAPI PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv; +#define glSamplerParameterIiv glad_glSamplerParameterIiv +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, const GLuint *param); +GLAPI PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv; +#define glSamplerParameterIuiv glad_glSamplerParameterIuiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv; +#define glGetSamplerParameteriv glad_glGetSamplerParameteriv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC)(GLuint sampler, GLenum pname, GLint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv; +#define glGetSamplerParameterIiv glad_glGetSamplerParameterIiv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC)(GLuint sampler, GLenum pname, GLfloat *params); +GLAPI PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv; +#define glGetSamplerParameterfv glad_glGetSamplerParameterfv +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC)(GLuint sampler, GLenum pname, GLuint *params); +GLAPI PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv; +#define glGetSamplerParameterIuiv glad_glGetSamplerParameterIuiv +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC)(GLuint id, GLenum target); +GLAPI PFNGLQUERYCOUNTERPROC glad_glQueryCounter; +#define glQueryCounter glad_glQueryCounter +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC)(GLuint id, GLenum pname, GLint64 *params); +GLAPI PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v; +#define glGetQueryObjecti64v glad_glGetQueryObjecti64v +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC)(GLuint id, GLenum pname, GLuint64 *params); +GLAPI PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v; +#define glGetQueryObjectui64v glad_glGetQueryObjectui64v +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC)(GLuint index, GLuint divisor); +GLAPI PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor; +#define glVertexAttribDivisor glad_glVertexAttribDivisor +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui; +#define glVertexAttribP1ui glad_glVertexAttribP1ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv; +#define glVertexAttribP1uiv glad_glVertexAttribP1uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui; +#define glVertexAttribP2ui glad_glVertexAttribP2ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv; +#define glVertexAttribP2uiv glad_glVertexAttribP2uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui; +#define glVertexAttribP3ui glad_glVertexAttribP3ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv; +#define glVertexAttribP3uiv glad_glVertexAttribP3uiv +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC)(GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui; +#define glVertexAttribP4ui glad_glVertexAttribP4ui +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC)(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv; +#define glVertexAttribP4uiv glad_glVertexAttribP4uiv +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP2UIPROC glad_glVertexP2ui; +#define glVertexP2ui glad_glVertexP2ui +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv; +#define glVertexP2uiv glad_glVertexP2uiv +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP3UIPROC glad_glVertexP3ui; +#define glVertexP3ui glad_glVertexP3ui +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv; +#define glVertexP3uiv glad_glVertexP3uiv +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC)(GLenum type, GLuint value); +GLAPI PFNGLVERTEXP4UIPROC glad_glVertexP4ui; +#define glVertexP4ui glad_glVertexP4ui +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC)(GLenum type, const GLuint *value); +GLAPI PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv; +#define glVertexP4uiv glad_glVertexP4uiv +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui; +#define glTexCoordP1ui glad_glTexCoordP1ui +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv; +#define glTexCoordP1uiv glad_glTexCoordP1uiv +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui; +#define glTexCoordP2ui glad_glTexCoordP2ui +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv; +#define glTexCoordP2uiv glad_glTexCoordP2uiv +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui; +#define glTexCoordP3ui glad_glTexCoordP3ui +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv; +#define glTexCoordP3uiv glad_glTexCoordP3uiv +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui; +#define glTexCoordP4ui glad_glTexCoordP4ui +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv; +#define glTexCoordP4uiv glad_glTexCoordP4uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui; +#define glMultiTexCoordP1ui glad_glMultiTexCoordP1ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv; +#define glMultiTexCoordP1uiv glad_glMultiTexCoordP1uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui; +#define glMultiTexCoordP2ui glad_glMultiTexCoordP2ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv; +#define glMultiTexCoordP2uiv glad_glMultiTexCoordP2uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui; +#define glMultiTexCoordP3ui glad_glMultiTexCoordP3ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv; +#define glMultiTexCoordP3uiv glad_glMultiTexCoordP3uiv +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC)(GLenum texture, GLenum type, GLuint coords); +GLAPI PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui; +#define glMultiTexCoordP4ui glad_glMultiTexCoordP4ui +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC)(GLenum texture, GLenum type, const GLuint *coords); +GLAPI PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv; +#define glMultiTexCoordP4uiv glad_glMultiTexCoordP4uiv +typedef void (APIENTRYP PFNGLNORMALP3UIPROC)(GLenum type, GLuint coords); +GLAPI PFNGLNORMALP3UIPROC glad_glNormalP3ui; +#define glNormalP3ui glad_glNormalP3ui +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC)(GLenum type, const GLuint *coords); +GLAPI PFNGLNORMALP3UIVPROC glad_glNormalP3uiv; +#define glNormalP3uiv glad_glNormalP3uiv +typedef void (APIENTRYP PFNGLCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP3UIPROC glad_glColorP3ui; +#define glColorP3ui glad_glColorP3ui +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP3UIVPROC glad_glColorP3uiv; +#define glColorP3uiv glad_glColorP3uiv +typedef void (APIENTRYP PFNGLCOLORP4UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLCOLORP4UIPROC glad_glColorP4ui; +#define glColorP4ui glad_glColorP4ui +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLCOLORP4UIVPROC glad_glColorP4uiv; +#define glColorP4uiv glad_glColorP4uiv +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC)(GLenum type, GLuint color); +GLAPI PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui; +#define glSecondaryColorP3ui glad_glSecondaryColorP3ui +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC)(GLenum type, const GLuint *color); +GLAPI PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv; +#define glSecondaryColorP3uiv glad_glSecondaryColorP3uiv +#endif +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define GL_DEBUG_SOURCE_API_ARB 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B +#define GL_DEBUG_TYPE_ERROR_ARB 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 +#ifndef GL_ARB_debug_output +#define GL_ARB_debug_output 1 +GLAPI int GLAD_GL_ARB_debug_output; +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI PFNGLDEBUGMESSAGECONTROLARBPROC glad_glDebugMessageControlARB; +#define glDebugMessageControlARB glad_glDebugMessageControlARB +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI PFNGLDEBUGMESSAGEINSERTARBPROC glad_glDebugMessageInsertARB; +#define glDebugMessageInsertARB glad_glDebugMessageInsertARB +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC)(GLDEBUGPROCARB callback, const void *userParam); +GLAPI PFNGLDEBUGMESSAGECALLBACKARBPROC glad_glDebugMessageCallbackARB; +#define glDebugMessageCallbackARB glad_glDebugMessageCallbackARB +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI PFNGLGETDEBUGMESSAGELOGARBPROC glad_glGetDebugMessageLogARB; +#define glGetDebugMessageLogARB glad_glGetDebugMessageLogARB +#endif + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 40b2e44ee1..32e8a4de82 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -376,7 +376,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For switch(p_format) { - case Image::FORMAT_GRAYSCALE: { + case Image::FORMAT_L8: { r_gl_components=1; r_gl_format=GL_LUMINANCE; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_NV:GL_LUMINANCE; @@ -385,15 +385,15 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For case Image::FORMAT_INTENSITY: { if (!image.empty()) - image.convert(Image::FORMAT_RGBA); + image.convert(Image::FORMAT_RGBA8); r_gl_components=4; r_gl_format=GL_RGBA; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_ALPHA_EXT:GL_RGBA; r_has_alpha_cache=true; } break; - case Image::FORMAT_GRAYSCALE_ALPHA: { + case Image::FORMAT_LA8: { - //image.convert(Image::FORMAT_RGBA); + //image.convert(Image::FORMAT_RGBA8); r_gl_components=2; r_gl_format=GL_LUMINANCE_ALPHA; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_SLUMINANCE_ALPHA_NV:GL_LUMINANCE_ALPHA; @@ -403,7 +403,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For case Image::FORMAT_INDEXED: { if (!image.empty()) - image.convert(Image::FORMAT_RGB); + image.convert(Image::FORMAT_RGB8); r_gl_components=3; r_gl_format=GL_RGB; r_gl_internal_format=(srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_GL_SRGB_EXT:GL_RGB; @@ -413,7 +413,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For case Image::FORMAT_INDEXED_ALPHA: { if (!image.empty()) - image.convert(Image::FORMAT_RGBA); + image.convert(Image::FORMAT_RGBA8); r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { @@ -432,7 +432,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For r_has_alpha_cache=true; } break; - case Image::FORMAT_RGB: { + case Image::FORMAT_RGB8: { r_gl_components=3; @@ -450,7 +450,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For r_gl_internal_format=GL_RGB; } } break; - case Image::FORMAT_RGBA: { + case Image::FORMAT_RGBA8: { r_gl_components=4; if (p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { @@ -470,7 +470,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For r_has_alpha_cache=true; } break; - case Image::FORMAT_BC1: { + case Image::FORMAT_DXT1: { if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { @@ -501,7 +501,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For }; } break; - case Image::FORMAT_BC2: { + case Image::FORMAT_DXT3: { if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { @@ -533,7 +533,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For }; } break; - case Image::FORMAT_BC3: { + case Image::FORMAT_DXT5: { if (!s3tc_supported || (!s3tc_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { @@ -564,7 +564,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For }; } break; - case Image::FORMAT_BC4: { + case Image::FORMAT_ATI1: { if (!latc_supported) { @@ -595,7 +595,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For }; } break; - case Image::FORMAT_BC5: { + case Image::FORMAT_ATI2: { if (!latc_supported ) { @@ -657,7 +657,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For } } break; - case Image::FORMAT_PVRTC2_ALPHA: { + case Image::FORMAT_PVRTC2A: { if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { @@ -719,7 +719,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For } } break; - case Image::FORMAT_PVRTC4_ALPHA: { + case Image::FORMAT_PVRTC4A: { if (!pvr_supported || (!pvr_srgb_supported && p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { @@ -841,7 +841,7 @@ Image RasterizerGLES2::_get_gl_image_and_format(const Image& p_image, Image::For case Image::FORMAT_YUV_444: { if (!image.empty()) - image.convert(Image::FORMAT_RGB); + image.convert(Image::FORMAT_RGB8); r_gl_internal_format=GL_RGB; r_gl_components=3; @@ -1145,7 +1145,7 @@ Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_sid switch(texture->format) { - case Image::FORMAT_GRAYSCALE: { + case Image::FORMAT_L8: { format=GL_LUMINANCE; type=GL_UNSIGNED_BYTE; @@ -1156,19 +1156,19 @@ Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_sid case Image::FORMAT_INTENSITY: { return Image(); } break; - case Image::FORMAT_GRAYSCALE_ALPHA: { + case Image::FORMAT_LA8: { format=GL_LUMINANCE_ALPHA; type=GL_UNSIGNED_BYTE; pixelsize=2; } break; - case Image::FORMAT_RGB: { + case Image::FORMAT_RGB8: { format=GL_RGB; type=GL_UNSIGNED_BYTE; pixelsize=3; } break; - case Image::FORMAT_RGBA: { + case Image::FORMAT_RGBA8: { format=GL_RGBA; type=GL_UNSIGNED_BYTE; @@ -1178,18 +1178,18 @@ Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_sid format=GL_RGB; type=GL_UNSIGNED_BYTE; - fmt=Image::FORMAT_RGB; + fmt=Image::FORMAT_RGB8; pixelsize=3; } break; case Image::FORMAT_INDEXED_ALPHA: { format=GL_RGBA; type=GL_UNSIGNED_BYTE; - fmt=Image::FORMAT_RGBA; + fmt=Image::FORMAT_RGBA8; pixelsize=4; } break; - case Image::FORMAT_BC1: { + case Image::FORMAT_DXT1: { pixelsize=1; //doesn't matter much format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; @@ -1198,14 +1198,14 @@ Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_sid minw=minh=4; } break; - case Image::FORMAT_BC2: { + case Image::FORMAT_DXT3: { pixelsize=1; //doesn't matter much format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; compressed=true; minw=minh=4; } break; - case Image::FORMAT_BC3: { + case Image::FORMAT_DXT5: { pixelsize=1; //doesn't matter much format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; @@ -1213,7 +1213,7 @@ Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_sid minw=minh=4; } break; - case Image::FORMAT_BC4: { + case Image::FORMAT_ATI1: { format=GL_COMPRESSED_RED_RGTC1; pixelsize=1; //doesn't matter much @@ -1222,7 +1222,7 @@ Image RasterizerGLES2::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_sid minw=minh=4; } break; - case Image::FORMAT_BC5: { + case Image::FORMAT_ATI2: { format=GL_COMPRESSED_RG_RGTC2; pixelsize=1; //doesn't matter much @@ -1359,7 +1359,7 @@ Image::Format RasterizerGLES2::texture_get_format(RID p_texture) const { Texture * texture = texture_owner.get(p_texture); - ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE); + ERR_FAIL_COND_V(!texture,Image::FORMAT_L8); return texture->format; } @@ -4320,7 +4320,7 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) { w=DVector<uint8_t>::Write(); - r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB,pixels); + r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB8,pixels); #else @@ -4360,7 +4360,7 @@ void RasterizerGLES2::capture_viewport(Image* r_capture) { } w=DVector<uint8_t>::Write(); - r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA,pixels); + r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA8,pixels); //r_capture->flip_y(); diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index 161eda94b0..c6057bfd88 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -154,7 +154,7 @@ class RasterizerGLES2 : public Rasterizer { flags=width=height=0; tex_id=0; data_size=0; - format=Image::FORMAT_GRAYSCALE; + format=Image::FORMAT_L8; gl_components_cache=0; format_has_alpha=false; has_alpha=false; diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 5f4767940d..eeab42ee64 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -105,8 +105,8 @@ precision mediump float; precision mediump int; #endif - // texunit:0 -uniform sampler2D texture; + +uniform sampler2D texture; // texunit:0 varying vec2 uv_interp; varying vec4 color_interp; @@ -319,7 +319,7 @@ LIGHT_SHADER_CODE #ifdef USE_DEPTH_SHADOWS -#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z) +#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r) #else @@ -395,5 +395,6 @@ LIGHT_SHADER_CODE // color.rgb*=color.a; gl_FragColor = color; + } diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index ae7185a1d6..cb42970921 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -71,6 +71,11 @@ uniform sampler2D source; #endif varying vec2 uv2_interp; + +#ifdef USE_DEPTH +uniform highp sampler2D source_depth; //texunit:1 +#endif + #ifdef USE_GLOW uniform sampler2D glow_source; @@ -547,5 +552,10 @@ void main() { gl_FragColor = color; + +#ifdef USE_DEPTH + gl_FragDepth = texture(source_depth,uv_interp).r; +#endif + } diff --git a/drivers/gles3/SCsub b/drivers/gles3/SCsub new file mode 100644 index 0000000000..a17335b41b --- /dev/null +++ b/drivers/gles3/SCsub @@ -0,0 +1,5 @@ +Import('env') + +env.add_source_files(env.drivers_sources,"*.cpp") + +SConscript("shaders/SCsub") diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp new file mode 100644 index 0000000000..6bd440eec1 --- /dev/null +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -0,0 +1,1531 @@ +#include "rasterizer_canvas_gles3.h" +#include "os/os.h" + +static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) { + + p_array[ 0]=p_mtx.elements[0][0]; + p_array[ 1]=p_mtx.elements[0][1]; + p_array[ 2]=0; + p_array[ 3]=0; + p_array[ 4]=p_mtx.elements[1][0]; + p_array[ 5]=p_mtx.elements[1][1]; + p_array[ 6]=0; + p_array[ 7]=0; + p_array[ 8]=0; + p_array[ 9]=0; + p_array[10]=1; + p_array[11]=0; + p_array[12]=p_mtx.elements[2][0]; + p_array[13]=p_mtx.elements[2][1]; + p_array[14]=0; + p_array[15]=1; +} + + +static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) { + p_array[ 0]=p_mtx.basis.elements[0][0]; + p_array[ 1]=p_mtx.basis.elements[1][0]; + p_array[ 2]=p_mtx.basis.elements[2][0]; + p_array[ 3]=0; + p_array[ 4]=p_mtx.basis.elements[0][1]; + p_array[ 5]=p_mtx.basis.elements[1][1]; + p_array[ 6]=p_mtx.basis.elements[2][1]; + p_array[ 7]=0; + p_array[ 8]=p_mtx.basis.elements[0][2]; + p_array[ 9]=p_mtx.basis.elements[1][2]; + p_array[10]=p_mtx.basis.elements[2][2]; + p_array[11]=0; + p_array[12]=p_mtx.origin.x; + p_array[13]=p_mtx.origin.y; + p_array[14]=p_mtx.origin.z; + p_array[15]=1; +} + +static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) { + + for (int i=0;i<4;i++) { + for (int j=0;j<4;j++) { + + p_array[i*4+j]=p_mtx.matrix[i][j]; + } + } +} + + +RID RasterizerCanvasGLES3::light_internal_create() { + + LightInternal * li = memnew( LightInternal ); + + glGenBuffers(1, &li->ubo); + glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); + glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + return light_internal_owner.make_rid(li); +} + +void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light* p_light) { + + LightInternal * li = light_internal_owner.getornull(p_rid); + ERR_FAIL_COND(!li); + + store_matrix32(p_light->light_shader_xform,li->ubo_data.light_matrix); + store_matrix32(p_light->xform_cache.affine_inverse(),li->ubo_data.local_matrix); + store_camera(p_light->shadow_matrix_cache,li->ubo_data.shadow_matrix); + + for(int i=0;i<4;i++) { + + li->ubo_data.color[i]=p_light->color[i]*p_light->energy; + li->ubo_data.shadow_color[i]=p_light->shadow_color[i]; + } + + li->ubo_data.light_pos[0]=p_light->light_shader_pos.x; + li->ubo_data.light_pos[1]=p_light->light_shader_pos.y; + li->ubo_data.shadowpixel_size=1.0/p_light->shadow_buffer_size; + li->ubo_data.light_outside_alpha=p_light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0; + li->ubo_data.light_height=p_light->height; + if (p_light->radius_cache==0) + li->ubo_data.shadow_gradient=0; + else + li->ubo_data.shadow_gradient=p_light->shadow_gradient_length/(p_light->radius_cache*1.1);; + + li->ubo_data.shadow_distance_mult=(p_light->radius_cache*1.1); + + + glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(LightInternal::UBOData), &li->ubo_data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + +} + +void RasterizerCanvasGLES3::light_internal_free(RID p_rid) { + + LightInternal * li = light_internal_owner.getornull(p_rid); + ERR_FAIL_COND(!li); + + glDeleteBuffers(1,&li->ubo); + light_internal_owner.free(p_rid); + memdelete(li); + +} + +void RasterizerCanvasGLES3::canvas_begin(){ + + if (storage->frame.current_rt && storage->frame.clear_request) { + // a clear request may be pending, so do it + + glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a ); + glClear(GL_COLOR_BUFFER_BIT); + storage->frame.clear_request=false; + + } + + /*canvas_shader.unbind(); + canvas_shader.set_custom_shader(0); + canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false); + canvas_shader.bind(); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0); + canvas_use_modulate=false;*/ + + reset_canvas(); + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,true); + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false); + + + state.canvas_shader.set_custom_shader(0); + state.canvas_shader.bind(); + state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,Color(1,1,1,1)); + state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Matrix32()); + state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32()); + + + + +// state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp); + //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform()); + //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform()); + + glBindBufferBase(GL_UNIFORM_BUFFER,0,state.canvas_item_ubo); + glBindVertexArray(data.canvas_quad_array); + state.using_texture_rect=true; + + +} + + +void RasterizerCanvasGLES3::canvas_end(){ + + + glBindVertexArray(0); + glBindBufferBase(GL_UNIFORM_BUFFER,0,0); + + state.using_texture_rect=false; + +} + + + +RasterizerStorageGLES3::Texture* RasterizerCanvasGLES3::_bind_canvas_texture(const RID& p_texture) { + + if (p_texture==state.current_tex) { + return state.current_tex_ptr; + } + + if (p_texture.is_valid()) { + + + RasterizerStorageGLES3::Texture*texture=storage->texture_owner.getornull(p_texture); + + if (!texture) { + state.current_tex=RID(); + state.current_tex_ptr=NULL; + glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); + return NULL; + } + + if (texture->render_target) + texture->render_target->used_in_frame=true; + + glBindTexture(GL_TEXTURE_2D,texture->tex_id); + state.current_tex=p_texture; + state.current_tex_ptr=texture; + + return texture; + + + } else { + + + glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); + state.current_tex=RID(); + state.current_tex_ptr=NULL; + } + + + return NULL; +} + +void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) { + + if (state.using_texture_rect==p_enable) + return; + + if (p_enable) { + glBindVertexArray(data.canvas_quad_array); + + + } else { + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + + + } + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,p_enable); + state.canvas_shader.bind(); + state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); + state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); + state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix); + + + state.using_texture_rect=p_enable; +} + + +void RasterizerCanvasGLES3::_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) { + + bool do_colors=false; + Color m; + if (p_singlecolor) { + m = *p_colors; + glVertexAttrib4f(VS::ARRAY_COLOR,m.r,m.g,m.b,m.a); + } else if (!p_colors) { + + glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); + } else + do_colors=true; + + RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture); + +#ifndef GLES_NO_CLIENT_ARRAYS + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices ); + if (do_colors) { + + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors ); + } else { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + } + + if (texture && p_uvs) { + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs ); + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + if (p_indices) { + glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices ); + } else { + glDrawArrays(GL_TRIANGLES,0,p_vertex_count); + } + + +#else //WebGL specific impl. + glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer); + float *b = GlobalVertexBuffer; + int ofs = 0; + if(p_vertex_count > MAX_POLYGON_VERTICES){ + print_line("Too many vertices to render"); + return; + } + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); + for(int i=0;i<p_vertex_count;i++) { + b[ofs++]=p_vertices[i].x; + b[ofs++]=p_vertices[i].y; + } + + if (p_colors && do_colors) { + + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs ); + for(int i=0;i<p_vertex_count;i++) { + b[ofs++]=p_colors[i].r; + b[ofs++]=p_colors[i].g; + b[ofs++]=p_colors[i].b; + b[ofs++]=p_colors[i].a; + } + + } else { + glDisableVertexAttribArray(VS::ARRAY_COLOR); + } + + + if (p_uvs) { + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); + for(int i=0;i<p_vertex_count;i++) { + b[ofs++]=p_uvs[i].x; + b[ofs++]=p_uvs[i].y; + } + + } else { + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]); + + //bind the indices buffer. + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); + + static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!! + ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices); + static uint16_t _draw_poly_indices[_max_draw_poly_indices]; + for (int i=0; i<p_vertex_count; i++) { + _draw_poly_indices[i] = p_indices[i]; + //OS::get_singleton()->print("ind: %d ", p_indices[i]); + }; + + //copy the data to GPU. + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]); + + //draw the triangles. + glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +#endif + + storage->frame.canvas_draw_commands++; + +} + +void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) { + + + + static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; + + + //#define GLES_USE_PRIMITIVE_BUFFER + + int version=0; + int color_ofs=0; + int uv_ofs=0; + int stride=2; + + if (p_colors) { //color + version|=1; + color_ofs=stride; + stride+=4; + } + + if (p_uvs) { //uv + version|=2; + uv_ofs=stride; + stride+=2; + } + + + float b[(2+2+4)]; + + + for(int i=0;i<p_points;i++) { + b[stride*i+0]=p_vertices[i].x; + b[stride*i+1]=p_vertices[i].y; + } + + if (p_colors) { + + for(int i=0;i<p_points;i++) { + b[stride*i+color_ofs+0]=p_colors[i].r; + b[stride*i+color_ofs+1]=p_colors[i].g; + b[stride*i+color_ofs+2]=p_colors[i].b; + b[stride*i+color_ofs+3]=p_colors[i].a; + } + + } + + if (p_uvs) { + + for(int i=0;i<p_points;i++) { + b[stride*i+uv_ofs+0]=p_uvs[i].x; + b[stride*i+uv_ofs+1]=p_uvs[i].y; + } + + } + + glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer); + glBufferSubData(GL_ARRAY_BUFFER,0,p_points*stride*4,&b[0]); + glBindVertexArray(data.primitive_quad_buffer_arrays[version]); + glDrawArrays(prim[p_points],0,p_points); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); + + storage->frame.canvas_draw_commands++; +} + +void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip) { + + int cc=p_item->commands.size(); + Item::Command **commands = p_item->commands.ptr(); + + + for(int i=0;i<cc;i++) { + + Item::Command *c=commands[i]; + + switch(c->type) { + case Item::Command::TYPE_LINE: { + + + Item::CommandLine* line = static_cast<Item::CommandLine*>(c); + _set_texture_rect_mode(false); + + + _bind_canvas_texture(RID()); + + glVertexAttrib4f(VS::ARRAY_COLOR,line->color.r,line->color.g,line->color.b,line->color.a); + + Vector2 verts[2]={ + Vector2(line->from.x,line->from.y), + Vector2(line->to.x,line->to.y) + }; + +#ifdef GLES_OVER_GL + if (line->antialiased) + glEnable(GL_LINE_SMOOTH); +#endif + //glLineWidth(line->width); + _draw_gui_primitive(2,verts,NULL,NULL); + +#ifdef GLES_OVER_GL + if (line->antialiased) + glDisable(GL_LINE_SMOOTH); +#endif + + + } break; + case Item::Command::TYPE_RECT: { + + Item::CommandRect* rect = static_cast<Item::CommandRect*>(c); + + _set_texture_rect_mode(true); + + //set color + glVertexAttrib4f(VS::ARRAY_COLOR,rect->modulate.r,rect->modulate.g,rect->modulate.b,rect->modulate.a); + + RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(rect->texture); + + if ( texture ) { + + bool untile=false; + + if (rect->flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) { + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + untile=true; + } + + Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); + Rect2 src_rect = (rect->flags&CANVAS_RECT_REGION) ? Rect2( rect->source.pos * texpixel_size, rect->source.size * texpixel_size ) : Rect2(0,0,1,1); + + if (rect->flags&CANVAS_RECT_FLIP_H) { + src_rect.size.x*=-1; + } + + if (rect->flags&CANVAS_RECT_FLIP_V) { + src_rect.size.y*=-1; + } + + if (rect->flags&CANVAS_RECT_TRANSPOSE) { + //err.. + } + + state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); + + + glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y); + glVertexAttrib4f(2,src_rect.pos.x,src_rect.pos.y,src_rect.size.x,src_rect.size.y); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + + if (untile) { + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + } + + } else { + + + glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y); + glVertexAttrib4f(2,0,0,1,1); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + + } + + storage->frame.canvas_draw_commands++; + + } break; + + case Item::Command::TYPE_NINEPATCH: { + + Item::CommandNinePatch* np = static_cast<Item::CommandNinePatch*>(c); + + _set_texture_rect_mode(true); + + glVertexAttrib4f(VS::ARRAY_COLOR,np->color.r,np->color.g,np->color.b,np->color.a); + + + RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(np->texture); + + if ( !texture ) { + + glVertexAttrib4f(1,np->rect.pos.x,np->rect.pos.y,np->rect.size.x,np->rect.size.y); + glVertexAttrib4f(2,0,0,1,1); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + continue; + } + + + Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); + + state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); + +#define DSTRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(1,m_x,m_y,m_w,m_h) +#define SRCRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(2,(m_x)*texpixel_size.x,(m_y)*texpixel_size.y,(m_w)*texpixel_size.x,(m_h)*texpixel_size.y) + + //top left + DSTRECT(np->rect.pos.x,np->rect.pos.y,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); + SRCRECT(0,0,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + //top right + DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); + SRCRECT(texture->width-np->margin[MARGIN_RIGHT],0,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + //bottom right + DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]); + SRCRECT(texture->width-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + //bottom left + DSTRECT(np->rect.pos.x,np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]); + SRCRECT(0,texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + + //top + DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y,np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); + SRCRECT(np->margin[MARGIN_LEFT],0,texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + //bottom + DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); + SRCRECT(np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_BOTTOM],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + + //left + DSTRECT(np->rect.pos.x,np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); + SRCRECT(0,np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + //right + DSTRECT(np->rect.pos.x+np->rect.size.width-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); + SRCRECT(texture->width-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + if (np->draw_center) { + + //center + DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->margin[MARGIN_TOP],np->rect.size.x-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); + SRCRECT(np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + } + +#undef SRCRECT +#undef DSTRECT + + storage->frame.canvas_draw_commands++; + } break; + + case Item::Command::TYPE_PRIMITIVE: { + + Item::CommandPrimitive* primitive = static_cast<Item::CommandPrimitive*>(c); + _set_texture_rect_mode(false); + + ERR_CONTINUE( primitive->points.size()<1); + + RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(primitive->texture); + + if (texture ) { + Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); + state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); + + } + if (primitive->colors.size()==1 && primitive->points.size()>1) { + + Color c = primitive->colors[0]; + glVertexAttrib4f(VS::ARRAY_COLOR,c.r,c.g,c.b,c.a); + + } else if (primitive->colors.empty()) { + glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); + } + + _draw_gui_primitive(primitive->points.size(),primitive->points.ptr(),primitive->colors.ptr(),primitive->uvs.ptr()); + + } break; + case Item::Command::TYPE_POLYGON: { + + Item::CommandPolygon* polygon = static_cast<Item::CommandPolygon*>(c); + _set_texture_rect_mode(false); + + RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(polygon->texture); + + if (texture ) { + Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); + state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); + + } + _draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1); + + } break; + case Item::Command::TYPE_CIRCLE: { + + _set_texture_rect_mode(false); + + Item::CommandCircle* circle = static_cast<Item::CommandCircle*>(c); + static const int numpoints=32; + Vector2 points[numpoints+1]; + points[numpoints]=circle->pos; + int indices[numpoints*3]; + + for(int i=0;i<numpoints;i++) { + + points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius; + indices[i*3+0]=i; + indices[i*3+1]=(i+1)%numpoints; + indices[i*3+2]=numpoints; + } + _draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); + //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); + } break; + case Item::Command::TYPE_TRANSFORM: { + + Item::CommandTransform* transform = static_cast<Item::CommandTransform*>(c); + state.extra_matrix=transform->xform; + state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix); + + } break; + case Item::Command::TYPE_CLIP_IGNORE: { + + Item::CommandClipIgnore* ci = static_cast<Item::CommandClipIgnore*>(c); + if (current_clip) { + + if (ci->ignore!=reclip) { + if (ci->ignore) { + + glDisable(GL_SCISSOR_TEST); + reclip=true; + } else { + + glEnable(GL_SCISSOR_TEST); + //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), + //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); + + int x = current_clip->final_clip_rect.pos.x; + int y = storage->frame.current_rt->height - ( current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y ); + int w = current_clip->final_clip_rect.size.x; + int h = current_clip->final_clip_rect.size.y; + + glScissor(x,y,w,h); + + reclip=false; + } + } + } + + + + } break; + } + } +} + +#if 0 +void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) { + + if (canvas_shader.bind()) + rebind_texpixel_size=true; + + if (material->shader_version!=shader->version) { + //todo optimize uniforms + material->shader_version=shader->version; + } + + if (shader->has_texscreen && framebuffer.active) { + + int x = viewport.x; + int y = window_size.height-(viewport.height+viewport.y); + + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1); + glActiveTexture(GL_TEXTURE0+max_texture_units-1); + glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); + if (framebuffer.scale==1 && !canvas_texscreen_used) { +#ifdef GLEW_ENABLED + if (current_rt) { + glReadBuffer(GL_COLOR_ATTACHMENT0); + } else { + glReadBuffer(GL_BACK); + } +#endif + if (current_rt) { + glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); + canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); + //window_size.height-(viewport.height+viewport.y) + } else { + glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); + } +// if (current_clip) { +// // print_line(" a clip "); +// } + + canvas_texscreen_used=true; + } + + glActiveTexture(GL_TEXTURE0); + + } + + if (shader->has_screen_uv) { + canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); + } + + + uses_texpixel_size=shader->uses_texpixel_size; + +} + +#endif + +void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light) { + + + + + Item *current_clip=NULL; + RasterizerStorageGLES3::Shader *shader_cache=NULL; + + bool rebind_shader=true; + + Size2 rt_size = Size2(storage->frame.current_rt->width,storage->frame.current_rt->height); + + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false); + + glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); + glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + state.current_tex=RID(); + state.current_tex_ptr=NULL; + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); + + + int last_blend_mode=-1; + + RID canvas_last_material; + + bool prev_distance_field=false; + + while(p_item_list) { + + Item *ci=p_item_list; + + + if (prev_distance_field!=ci->distance_field) { + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,ci->distance_field); + prev_distance_field=ci->distance_field; + rebind_shader=true; + } + + + if (current_clip!=ci->final_clip_owner) { + + current_clip=ci->final_clip_owner; + + //setup clip + if (current_clip) { + + glEnable(GL_SCISSOR_TEST); + glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); + + + } else { + + glDisable(GL_SCISSOR_TEST); + } + } +#if 0 + if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) { + + Rect2 rect; + int x,y; + + if (ci->copy_back_buffer->full) { + + x = viewport.x; + y = window_size.height-(viewport.height+viewport.y); + } else { + x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x; + y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y); + } + glActiveTexture(GL_TEXTURE0+max_texture_units-1); + glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); + +#ifdef GLEW_ENABLED + if (current_rt) { + glReadBuffer(GL_COLOR_ATTACHMENT0); + } else { + glReadBuffer(GL_BACK); + } +#endif + if (current_rt) { + glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); + //window_size.height-(viewport.height+viewport.y) + } else { + glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); + } + + canvas_texscreen_used=true; + glActiveTexture(GL_TEXTURE0); + + } + +#endif + + + //begin rect + Item *material_owner = ci->material_owner?ci->material_owner:ci; + + RID material = material_owner->material; + + if (material!=canvas_last_material || rebind_shader) { + + RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material); + RasterizerStorageGLES3::Shader *shader_ptr = NULL; + + if (material_ptr) { + + shader_ptr = material_ptr->shader; + + if (shader_ptr && shader_ptr->mode!=VS::SHADER_CANVAS_ITEM) { + shader_ptr=NULL; //do not use non canvasitem shader + } + } + + + + if (shader_ptr && shader_ptr!=shader_cache) { + + state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); + state.canvas_shader.bind(); + + if (material_ptr->ubo_id) { + glBindBufferBase(GL_UNIFORM_BUFFER,2,material_ptr->ubo_id); + } + + int tc = material_ptr->textures.size(); + RID* textures = material_ptr->textures.ptr(); + ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr(); + + for(int i=0;i<tc;i++) { + + glActiveTexture(GL_TEXTURE1+i); + + RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] ); + if (!t) { + + switch(texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + glBindTexture(GL_TEXTURE_2D,storage->resources.aniso_tex); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex); + } break; + default: { + glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); + } break; + } + + //check hints + + continue; + } + + if (storage->config.srgb_decode_supported && t->using_srgb) { + //no srgb in 2D + glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); + t->using_srgb=false; + } + + glBindTexture(t->target,t->tex_id); + } + + + } else if (!shader_ptr) { + state.canvas_shader.set_custom_shader(0); + state.canvas_shader.bind(); + + } + + shader_cache=shader_ptr; + + canvas_last_material=material; + rebind_shader=false; + + } + + int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX; + bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode==RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode!=RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX); + bool reclip=false; + + if (last_blend_mode!=blend_mode) { + + switch(blend_mode) { + + case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: { + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + } break; + case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: { + + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + + } break; + case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: { + + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + } break; + case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_DST_COLOR,GL_ZERO); + } break; + case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); + } break; + + } + + last_blend_mode=blend_mode; + } + + state.canvas_item_modulate = unshaded ? ci->final_modulate : Color( + ci->final_modulate.r * p_modulate.r, + ci->final_modulate.g * p_modulate.g, + ci->final_modulate.b * p_modulate.b, + ci->final_modulate.a * p_modulate.a ); + + state.final_transform = ci->final_transform; + state.extra_matrix=Matrix32(); + + state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); + state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); + state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix); + + + if (unshaded || (state.canvas_item_modulate.a>0.001 && (!shader_cache || shader_cache->canvas_item.light_mode!=RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked )) + _canvas_item_render_commands(ci,current_clip,reclip); + + if ((blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) { + + Light *light = p_light; + bool light_used=false; + VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD; + state.canvas_item_modulate=ci->final_modulate; // remove the canvas modulate + + + while(light) { + + + if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) { + + //intersects this light + + if (!light_used || mode!=light->mode) { + + mode=light->mode; + + switch(mode) { + + case VS::CANVAS_LIGHT_MODE_ADD: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + + } break; + case VS::CANVAS_LIGHT_MODE_SUB: { + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + } break; + case VS::CANVAS_LIGHT_MODE_MIX: + case VS::CANVAS_LIGHT_MODE_MASK: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + } break; + } + + } + + if (!light_used) { + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,true); + light_used=true; + + } + + + bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask; + + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,has_shadow); + if (has_shadow) { + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT,light->shadow_gradient_length>0); + switch(light->shadow_filter) { + + case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,true); break; + case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,true); break; + case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,true); break; + case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,true); break; + case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,true); break; + } + + + } + + bool light_rebind = state.canvas_shader.bind(); + + if (light_rebind) { + + state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); + state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); + state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32()); + + } + + glBindBufferBase(GL_UNIFORM_BUFFER,1,static_cast<LightInternal*>(light->light_internal.get_data())->ubo); + + if (has_shadow) { + + RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer); + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2); + glBindTexture(GL_TEXTURE_2D,cls->distance); + + /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache); + canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); + canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/ + + } + + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1); + RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture); + if (!t) { + glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); + } else { + + glBindTexture(t->target,t->tex_id); + } + + glActiveTexture(GL_TEXTURE0); + _canvas_item_render_commands(ci,current_clip,reclip); //redraw using light + + } + + light=light->next_ptr; + } + + if (light_used) { + + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false); + + state.canvas_shader.bind(); + + last_blend_mode=-1; + + /* + //this is set again, so it should not be needed anyway? + state.canvas_item_modulate = unshaded ? ci->final_modulate : Color( + ci->final_modulate.r * p_modulate.r, + ci->final_modulate.g * p_modulate.g, + ci->final_modulate.b * p_modulate.b, + ci->final_modulate.a * p_modulate.a ); + + + state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); + state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32()); + state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); + + glBlendEquation(GL_FUNC_ADD); + + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + //@TODO RESET canvas_blend_mode + */ + } + + + } + + if (reclip) { + + glEnable(GL_SCISSOR_TEST); + glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); + + + } + + + + p_item_list=p_item_list->next; + } + + if (current_clip) { + glDisable(GL_SCISSOR_TEST); + } + +} + +void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_shadow){ + + Light* light=p_lights_with_shadow; + + canvas_begin(); //reset + glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); + int h = 10; + int w = storage->frame.current_rt->width; + int ofs = h; + glDisable(GL_BLEND); + + //print_line(" debug lights "); + while(light) { + + + // print_line("debug light"); + if (light->shadow_buffer.is_valid()) { + + // print_line("sb is valid"); + RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer); + if (sb) { + glBindTexture(GL_TEXTURE_2D,sb->distance); + //glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); + draw_generic_textured_rect(Rect2(h,ofs,w-h*2,h),Rect2(0,0,1,1)); + ofs+=h*2; + + } + } + + light=light->shadows_next_ptr; + } +} + + +void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) { + + RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer); + ERR_FAIL_COND(!cls); + + + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_DITHER); + glDisable(GL_CULL_FACE); + glDepthFunc(GL_LEQUAL); + glEnable(GL_DEPTH_TEST); + glDepthMask(true); + + glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + state.canvas_shadow_shader.bind(); + + glViewport(0, 0, cls->size,cls->height); + glClearDepth(1.0f); + glClearColor(1,1,1,1); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + + VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; + + + for(int i=0;i<4;i++) { + + //make sure it remains orthogonal, makes easy to read angle later + + Transform light; + light.origin[0]=p_light_xform[2][0]; + light.origin[1]=p_light_xform[2][1]; + light.basis[0][0]=p_light_xform[0][0]; + light.basis[0][1]=p_light_xform[1][0]; + light.basis[1][0]=p_light_xform[0][1]; + light.basis[1][1]=p_light_xform[1][1]; + + //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); + + /// p_near=1; + CameraMatrix projection; + { + real_t fov = 90; + real_t nearp = p_near; + real_t farp = p_far; + real_t aspect = 1.0; + + real_t ymax = nearp * Math::tan( Math::deg2rad( fov * 0.5 ) ); + real_t ymin = - ymax; + real_t xmin = ymin * aspect; + real_t xmax = ymax * aspect; + + projection.set_frustum( xmin, xmax, ymin, ymax, nearp, farp ); + } + + Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0)); + projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse()); + + state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX,projection); + state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX,light); + state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM,1.0/p_far); + + + if (i==0) + *p_xform_cache=projection; + + glViewport(0, (cls->height/4)*i, cls->size,cls->height/4); + + LightOccluderInstance *instance=p_occluders; + + while(instance) { + + RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer); + if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) { + + instance=instance->next; + continue; + } + + state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX,instance->xform_cache); + if (cull!=instance->cull_cache) { + + cull=instance->cull_cache; + switch(cull) { + case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { + + glDisable(GL_CULL_FACE); + + } break; + case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { + + glEnable(GL_CULL_FACE); + glCullFace(GL_FRONT); + } break; + case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { + + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + + } break; + } + } +/* + if (i==0) { + for(int i=0;i<cc->lines.size();i++) { + Vector2 p = instance->xform_cache.xform(cc->lines.get(i)); + Plane pp(Vector3(p.x,p.y,0),1); + pp.normal = light.xform(pp.normal); + pp = projection.xform4(pp); + print_line(itos(i)+": "+pp.normal/pp.d); + //pp=light_mat.xform4(pp); + //print_line(itos(i)+": "+pp.normal/pp.d); + } + } +*/ + glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); + glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0); + + + instance=instance->next; + } + + + } + + glDisableVertexAttribArray(VS::ARRAY_VERTEX); + glBindBuffer(GL_ARRAY_BUFFER,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); +} +void RasterizerCanvasGLES3::reset_canvas() { + + + if (storage->frame.current_rt) { + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); + glColorMask(1,1,1,1); //don't touch alpha + } + + + glBindVertexArray(0); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); + //glLineWidth(1.0); + glBindBuffer(GL_ARRAY_BUFFER,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + for(int i=0;i<VS::ARRAY_MAX;i++) { + glDisableVertexAttribArray(i); + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D, storage->resources.white_tex ); + + + glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); + + Transform canvas_transform; + + if (storage->frame.current_rt) { + + float csy = 1.0; + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { + csy = -1.0; + } + canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f); + canvas_transform.scale( Vector3( 2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f ) ); + } else { + Vector2 ssize = OS::get_singleton()->get_window_size(); + canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); + canvas_transform.scale( Vector3( 2.0f / ssize.width, -2.0f / ssize.height, 1.0f ) ); + + } + + state.vp=canvas_transform; + + store_transform(canvas_transform,state.canvas_item_ubo_data.projection_matrix); + for(int i=0;i<4;i++) { + state.canvas_item_ubo_data.time[i]=storage->frame.time[i]; + } + + glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + + state.canvas_texscreen_used=false; + + +} + + +void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src) { + + + glVertexAttrib4f(1,p_rect.pos.x,p_rect.pos.y,p_rect.size.x,p_rect.size.y); + glVertexAttrib4f(2,p_src.pos.x,p_src.pos.y,p_src.size.x,p_src.size.y); + glDrawArrays(GL_TRIANGLE_FAN,0,4); +} + +void RasterizerCanvasGLES3::initialize() { + + + { + //quad buffers + + glGenBuffers(1,&data.canvas_quad_vertices); + glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices); + { + const float qv[8]={ + 0,0, + 0,1, + 1,1, + 1,0 + }; + + glBufferData(GL_ARRAY_BUFFER,sizeof(float)*8,qv,GL_STATIC_DRAW); + } + + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + + glGenVertexArrays(1,&data.canvas_quad_array); + glBindVertexArray(data.canvas_quad_array); + glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices); + glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*2,0); + glEnableVertexAttribArray(0); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + } + + { + + glGenBuffers(1,&data.primitive_quad_buffer); + glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer); + glBufferData(GL_ARRAY_BUFFER,sizeof(float)*2+sizeof(float)*2+sizeof(float)*4,NULL,GL_DYNAMIC_DRAW); //allocate max size + glBindBuffer(GL_ARRAY_BUFFER,0); + + + for(int i=0;i<4;i++) { + glGenVertexArrays(1,&data.primitive_quad_buffer_arrays[i]); + glBindVertexArray(data.primitive_quad_buffer_arrays[i]); + glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer); + + int uv_ofs=0; + int color_ofs=0; + int stride=2*4; + + if (i&1) { //color + color_ofs=stride; + stride+=4*4; + } + + if (i&2) { //uv + uv_ofs=stride; + stride+=2*4; + } + + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0); + + if (i&1) { + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs); + } + + if (i&2) { + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+uv_ofs); + } + + glBindVertexArray(0); + } + } + + + store_transform(Transform(),state.canvas_item_ubo_data.projection_matrix); + + + glGenBuffers(1, &state.canvas_item_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); + glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + state.canvas_shader.init(); + state.canvas_shader.set_base_material_tex_index(1); + state.canvas_shadow_shader.init(); + + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows); + state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows); + + +} + + +void RasterizerCanvasGLES3::finalize() { + + glDeleteBuffers(1,&data.canvas_quad_vertices); + glDeleteVertexArrays(1,&data.canvas_quad_array); +} + +RasterizerCanvasGLES3::RasterizerCanvasGLES3() +{ + +} diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h new file mode 100644 index 0000000000..670310068c --- /dev/null +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -0,0 +1,107 @@ +#ifndef RASTERIZERCANVASGLES3_H +#define RASTERIZERCANVASGLES3_H + +#include "servers/visual/rasterizer.h" +#include "rasterizer_storage_gles3.h" +#include "shaders/canvas_shadow.glsl.h" + + +class RasterizerCanvasGLES3 : public RasterizerCanvas { +public: + + struct CanvasItemUBO { + + float projection_matrix[16]; + float time[4]; + + }; + + struct Data { + + GLuint canvas_quad_vertices; + GLuint canvas_quad_array; + + GLuint primitive_quad_buffer; + GLuint primitive_quad_buffer_arrays[4]; + + } data; + + struct State { + CanvasItemUBO canvas_item_ubo_data; + GLuint canvas_item_ubo; + bool canvas_texscreen_used; + CanvasShaderGLES3 canvas_shader; + CanvasShadowShaderGLES3 canvas_shadow_shader; + + bool using_texture_rect; + + + RID current_tex; + RasterizerStorageGLES3::Texture *current_tex_ptr; + + Transform vp; + + Color canvas_item_modulate; + Matrix32 extra_matrix; + Matrix32 final_transform; + + } state; + + RasterizerStorageGLES3 *storage; + + struct LightInternal : public RID_Data { + + struct UBOData { + + float light_matrix[16]; + float local_matrix[16]; + float shadow_matrix[16]; + float color[4]; + float shadow_color[4]; + float light_pos[2]; + float shadowpixel_size; + float shadow_gradient; + float light_height; + float light_outside_alpha; + float shadow_distance_mult; + } ubo_data; + + GLuint ubo; + }; + + RID_Owner<LightInternal> light_internal_owner; + + virtual RID light_internal_create(); + virtual void light_internal_update(RID p_rid, Light* p_light); + virtual void light_internal_free(RID p_rid); + + + virtual void canvas_begin(); + virtual void canvas_end(); + + _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable); + _FORCE_INLINE_ RasterizerStorageGLES3::Texture* _bind_canvas_texture(const RID& p_texture); + + _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs); + _FORCE_INLINE_ void _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); + _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip); + + + virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light); + virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow); + + virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache); + + + virtual void reset_canvas(); + + void draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src); + + + void initialize(); + void finalize(); + + RasterizerCanvasGLES3(); +}; + +#endif // RASTERIZERCANVASGLES3_H diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp new file mode 100644 index 0000000000..0998d9c423 --- /dev/null +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -0,0 +1,362 @@ +#include "rasterizer_gles3.h" +#include "os/os.h" +#include "globals.h" +#include "gl_context/context_gl.h" +#include <string.h> +RasterizerStorage *RasterizerGLES3::get_storage() { + + return storage; +} + +RasterizerCanvas *RasterizerGLES3::get_canvas() { + + return canvas; +} + +RasterizerScene *RasterizerGLES3::get_scene() { + + return scene; +} + +#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define _EXT_DEBUG_SOURCE_API_ARB 0x8246 +#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B +#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C +#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251 +#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148 +#define _EXT_DEBUG_OUTPUT 0x92E0 + +#ifdef WINDOWS_ENABLED +#define GLAPIENTRY APIENTRY +#else +#define GLAPIENTRY +#endif + +static void GLAPIENTRY _gl_debug_print(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const GLvoid *userParam) +{ + + if (type==_EXT_DEBUG_TYPE_OTHER_ARB) + return; + + print_line("mesege"); + char debSource[256], debType[256], debSev[256]; + if(source == _EXT_DEBUG_SOURCE_API_ARB) + strcpy(debSource, "OpenGL"); + else if(source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB) + strcpy(debSource, "Windows"); + else if(source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB) + strcpy(debSource, "Shader Compiler"); + else if(source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB) + strcpy(debSource, "Third Party"); + else if(source == _EXT_DEBUG_SOURCE_APPLICATION_ARB) + strcpy(debSource, "Application"); + else if(source == _EXT_DEBUG_SOURCE_OTHER_ARB) + strcpy(debSource, "Other"); + + if(type == _EXT_DEBUG_TYPE_ERROR_ARB) + strcpy(debType, "Error"); + else if(type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB) + strcpy(debType, "Deprecated behavior"); + else if(type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB) + strcpy(debType, "Undefined behavior"); + else if(type == _EXT_DEBUG_TYPE_PORTABILITY_ARB) + strcpy(debType, "Portability"); + else if(type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB) + strcpy(debType, "Performance"); + else if(type == _EXT_DEBUG_TYPE_OTHER_ARB) + strcpy(debType, "Other"); + + if(severity == _EXT_DEBUG_SEVERITY_HIGH_ARB) + strcpy(debSev, "High"); + else if(severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB) + strcpy(debSev, "Medium"); + else if(severity == _EXT_DEBUG_SEVERITY_LOW_ARB) + strcpy(debSev, "Low"); + + String output = String()+ "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message; + + ERR_PRINTS(output); + +} + + +typedef void (*DEBUGPROCARB)(GLenum source, + GLenum type, + GLuint id, + GLenum severity, + GLsizei length, + const char* message, + const void* userParam); + +typedef void (* DebugMessageCallbackARB) (DEBUGPROCARB callback, const void *userParam); + +void RasterizerGLES3::initialize() { + + if (OS::get_singleton()->is_stdout_verbose()) { + print_line("Using GLES3 video driver"); + } + +#ifdef GLEW_ENABLED + GLuint res = glewInit(); + ERR_FAIL_COND(res!=GLEW_OK); + if (OS::get_singleton()->is_stdout_verbose()) { + print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION)); + } + + // Check for GL 2.1 compatibility, if not bail out + if (!glewIsSupported("GL_VERSION_3_0")) { + ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n" + "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault."); + OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n" + "Godot Engine will self-destruct as soon as you acknowledge this error message.", + "Fatal error: Insufficient OpenGL / GLES drivers"); + // TODO: If it's even possible, we should stop the execution without segfault and memory leaks :) + } +#endif + +#ifdef GLAD_ENABLED + + if(!gladLoadGL()) { + ERR_PRINT("Error initializing GLAD"); + } + + glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB); + glDebugMessageCallbackARB(_gl_debug_print, NULL); + glEnable(_EXT_DEBUG_OUTPUT); + +#endif + + +/* glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); + glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); + glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); + glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); + glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); + glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); + glDebugMessageInsertARB( + + GL_DEBUG_SOURCE_API_ARB, + GL_DEBUG_TYPE_OTHER_ARB, 1, + GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello"); + +*/ + storage->initialize(); + canvas->initialize(); + scene->initialize(); +} + +void RasterizerGLES3::begin_frame(){ + + uint64_t tick = OS::get_singleton()->get_ticks_usec(); + + double time_total = double(tick)/1000000.0; + + storage->frame.time[0]=time_total; + storage->frame.time[1]=Math::fmod(time_total,3600); + storage->frame.time[2]=Math::fmod(time_total,900); + storage->frame.time[3]=Math::fmod(time_total,60); + storage->frame.count++; + storage->frame.delta = double(tick-storage->frame.prev_tick)/1000000.0; + if (storage->frame.prev_tick==0) { + //to avoid hiccups + storage->frame.delta=0.001; + } + + storage->frame.prev_tick=tick; + + + + storage->update_dirty_multimeshes(); + storage->update_dirty_skeletons(); + storage->update_dirty_shaders(); + storage->update_dirty_materials(); + storage->update_particles(); + + storage->info.render_object_count=0; + storage->info.render_material_switch_count=0; + storage->info.render_surface_switch_count=0; + storage->info.render_shader_rebind_count=0; + storage->info.render_vertices_count=0; + + + scene->iteration(); + + + + +} + +void RasterizerGLES3::set_current_render_target(RID p_render_target){ + + if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) { + //handle pending clear request, if the framebuffer was not cleared + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + print_line("unbind clear of: "+storage->frame.clear_request_color); + glClearColor( + storage->frame.clear_request_color.r, + storage->frame.clear_request_color.g, + storage->frame.clear_request_color.b, + storage->frame.clear_request_color.a ); + + glClear(GL_COLOR_BUFFER_BIT); + + } + + if (p_render_target.is_valid()) { + RasterizerStorageGLES3::RenderTarget * rt = storage->render_target_owner.getornull(p_render_target); + if (!rt) { + storage->frame.current_rt=NULL; + } + ERR_FAIL_COND(!rt); + storage->frame.current_rt=rt; + storage->frame.clear_request=false; + + glViewport(0,0,rt->width,rt->height); + + } else { + storage->frame.current_rt=NULL; + storage->frame.clear_request=false; + glViewport(0,0,OS::get_singleton()->get_window_size().width,OS::get_singleton()->get_window_size().height); + glBindFramebuffer(GL_FRAMEBUFFER,storage->config.system_fbo); + } +} + +void RasterizerGLES3::restore_render_target() { + + ERR_FAIL_COND(storage->frame.current_rt==NULL); + RasterizerStorageGLES3::RenderTarget * rt = storage->frame.current_rt; + glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo); + glViewport(0,0,rt->width,rt->height); + +} + +void RasterizerGLES3::clear_render_target(const Color& p_color) { + + ERR_FAIL_COND(!storage->frame.current_rt); + + storage->frame.clear_request=true; + storage->frame.clear_request_color=p_color; + +} + +void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target,const Rect2& p_screen_rect,int p_screen){ + + ERR_FAIL_COND( storage->frame.current_rt ); + + RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + canvas->canvas_begin(); + glDisable(GL_BLEND); + glBindFramebuffer(GL_FRAMEBUFFER,storage->config.system_fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,rt->color); + canvas->draw_generic_textured_rect(p_screen_rect,Rect2(0,0,1,-1)); + glBindTexture(GL_TEXTURE_2D,0); + canvas->canvas_end(); +} + +void RasterizerGLES3::end_frame(){ + +#if 0 + canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); + glDisable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + + + float vtx[8]={0,0, + 0,1, + 1,1, + 1,0 + }; + + glBindBuffer(GL_ARRAY_BUFFER,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, vtx ); + + +// glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices); +// glEnableVertexAttribArray(VS::ARRAY_VERTEX); +// glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 ); + + glBindVertexArray(canvas->data.canvas_quad_array); + + canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1)); +#endif + OS::get_singleton()->swap_buffers(); + +/* print_line("objects: "+itos(storage->info.render_object_count)); + print_line("material chages: "+itos(storage->info.render_material_switch_count)); + print_line("surface changes: "+itos(storage->info.render_surface_switch_count)); + print_line("shader changes: "+itos(storage->info.render_shader_rebind_count)); + print_line("vertices: "+itos(storage->info.render_vertices_count)); +*/ +} + +void RasterizerGLES3::finalize(){ + + storage->finalize(); + canvas->finalize(); +} + + +Rasterizer *RasterizerGLES3::_create_current() { + + return memnew( RasterizerGLES3 ); +} + +void RasterizerGLES3::make_current() { + _create_func=_create_current; +} + + +void RasterizerGLES3::register_config() { + + GLOBAL_DEF("rendering/gles3/render_architecture",0); + Globals::get_singleton()->set_custom_property_info("rendering/gles3/render_architecture",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"Desktop,Mobile")); + GLOBAL_DEF("rendering/gles3/use_nearest_mipmap_filter",false); + GLOBAL_DEF("rendering/gles3/anisotropic_filter_level",4.0); + +} + +RasterizerGLES3::RasterizerGLES3() +{ + + storage = memnew( RasterizerStorageGLES3 ); + canvas = memnew( RasterizerCanvasGLES3 ); + scene = memnew( RasterizerSceneGLES3 ); + canvas->storage=storage; + storage->canvas=canvas; + scene->storage=storage; + storage->scene=scene; + + + +} + +RasterizerGLES3::~RasterizerGLES3() { + + memdelete(storage); + memdelete(canvas); +} diff --git a/drivers/gles3/rasterizer_gles3.h b/drivers/gles3/rasterizer_gles3.h new file mode 100644 index 0000000000..f70dac506d --- /dev/null +++ b/drivers/gles3/rasterizer_gles3.h @@ -0,0 +1,41 @@ +#ifndef RASTERIZERGLES3_H +#define RASTERIZERGLES3_H + +#include "servers/visual/rasterizer.h" +#include "rasterizer_storage_gles3.h" +#include "rasterizer_canvas_gles3.h" +#include "rasterizer_scene_gles3.h" + + +class RasterizerGLES3 : public Rasterizer { + + static Rasterizer *_create_current(); + + RasterizerStorageGLES3 *storage; + RasterizerCanvasGLES3 *canvas; + RasterizerSceneGLES3 *scene; + +public: + + virtual RasterizerStorage *get_storage(); + virtual RasterizerCanvas *get_canvas(); + virtual RasterizerScene *get_scene(); + + virtual void initialize(); + virtual void begin_frame(); + virtual void set_current_render_target(RID p_render_target); + virtual void restore_render_target(); + virtual void clear_render_target(const Color& p_color); + virtual void blit_render_target_to_screen(RID p_render_target,const Rect2& p_screen_rect,int p_screen=0); + virtual void end_frame(); + virtual void finalize(); + + static void make_current(); + + + static void register_config(); + RasterizerGLES3(); + ~RasterizerGLES3(); +}; + +#endif // RASTERIZERGLES3_H diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp new file mode 100644 index 0000000000..17e429657b --- /dev/null +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -0,0 +1,5008 @@ +#include "rasterizer_scene_gles3.h" +#include "globals.h" +#include "os/os.h" +#include "rasterizer_canvas_gles3.h" + +static const GLenum _cube_side_enum[6]={ + + GL_TEXTURE_CUBE_MAP_NEGATIVE_X, + GL_TEXTURE_CUBE_MAP_POSITIVE_X, + GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, + GL_TEXTURE_CUBE_MAP_POSITIVE_Y, + GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, + GL_TEXTURE_CUBE_MAP_POSITIVE_Z, + +}; + + +static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) { + + p_array[ 0]=p_mtx.elements[0][0]; + p_array[ 1]=p_mtx.elements[0][1]; + p_array[ 2]=0; + p_array[ 3]=0; + p_array[ 4]=p_mtx.elements[1][0]; + p_array[ 5]=p_mtx.elements[1][1]; + p_array[ 6]=0; + p_array[ 7]=0; + p_array[ 8]=0; + p_array[ 9]=0; + p_array[10]=1; + p_array[11]=0; + p_array[12]=p_mtx.elements[2][0]; + p_array[13]=p_mtx.elements[2][1]; + p_array[14]=0; + p_array[15]=1; +} + + +static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) { + p_array[ 0]=p_mtx.basis.elements[0][0]; + p_array[ 1]=p_mtx.basis.elements[1][0]; + p_array[ 2]=p_mtx.basis.elements[2][0]; + p_array[ 3]=0; + p_array[ 4]=p_mtx.basis.elements[0][1]; + p_array[ 5]=p_mtx.basis.elements[1][1]; + p_array[ 6]=p_mtx.basis.elements[2][1]; + p_array[ 7]=0; + p_array[ 8]=p_mtx.basis.elements[0][2]; + p_array[ 9]=p_mtx.basis.elements[1][2]; + p_array[10]=p_mtx.basis.elements[2][2]; + p_array[11]=0; + p_array[12]=p_mtx.origin.x; + p_array[13]=p_mtx.origin.y; + p_array[14]=p_mtx.origin.z; + p_array[15]=1; +} + +static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) { + + for (int i=0;i<4;i++) { + for (int j=0;j<4;j++) { + + p_array[i*4+j]=p_mtx.matrix[i][j]; + } + } +} + +/* SHADOW ATLAS API */ + +RID RasterizerSceneGLES3::shadow_atlas_create() { + + ShadowAtlas *shadow_atlas = memnew( ShadowAtlas ); + shadow_atlas->fbo=0; + shadow_atlas->depth=0; + shadow_atlas->size=0; + shadow_atlas->smallest_subdiv=0; + + for(int i=0;i<4;i++) { + shadow_atlas->size_order[i]=i; + } + + + return shadow_atlas_owner.make_rid(shadow_atlas); +} + +void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); + ERR_FAIL_COND(!shadow_atlas); + ERR_FAIL_COND(p_size<0); + + p_size = nearest_power_of_2(p_size); + + if (p_size==shadow_atlas->size) + return; + + if (shadow_atlas->fbo) { + glDeleteTextures(1,&shadow_atlas->depth); + glDeleteFramebuffers(1,&shadow_atlas->fbo); + + shadow_atlas->depth=0; + shadow_atlas->fbo=0; + + print_line("erasing atlas"); + } + for(int i=0;i<4;i++) { + //clear subdivisions + shadow_atlas->quadrants[i].shadows.resize(0); + shadow_atlas->quadrants[i].shadows.resize( 1<<shadow_atlas->quadrants[i].subdivision ); + } + + //erase shadow atlas reference from lights + for (Map<RID,uint32_t>::Element *E=shadow_atlas->shadow_owners.front();E;E=E->next()) { + LightInstance *li = light_instance_owner.getornull(E->key()); + ERR_CONTINUE(!li); + li->shadow_atlases.erase(p_atlas); + } + + //clear owners + shadow_atlas->shadow_owners.clear(); + + shadow_atlas->size=p_size; + + if (shadow_atlas->size) { + glGenFramebuffers(1, &shadow_atlas->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); + + // Create a texture for storing the depth + glActiveTexture(GL_TEXTURE0); + glGenTextures(1, &shadow_atlas->depth); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_TEXTURE_2D, shadow_atlas->depth, 0); + + glViewport(0,0,shadow_atlas->size,shadow_atlas->size); + glClearDepth(0); + glClear(GL_DEPTH_BUFFER_BIT); + + } +} + + +void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision){ + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); + ERR_FAIL_COND(!shadow_atlas); + ERR_FAIL_INDEX(p_quadrant,4); + ERR_FAIL_INDEX(p_subdivision,16384); + + + uint32_t subdiv = nearest_power_of_2(p_subdivision); + if (subdiv&0xaaaaaaaa) { //sqrt(subdiv) must be integer + subdiv<<=1; + } + + subdiv=int(Math::sqrt(subdiv)); + + //obtain the number that will be x*x + + if (shadow_atlas->quadrants[p_quadrant].subdivision==subdiv) + return; + + //erase all data from quadrant + for(int i=0;i<shadow_atlas->quadrants[p_quadrant].shadows.size();i++) { + + if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) { + shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); + LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner); + ERR_CONTINUE(!li); + li->shadow_atlases.erase(p_atlas); + } + } + + shadow_atlas->quadrants[p_quadrant].shadows.resize(0); + shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv*subdiv); + shadow_atlas->quadrants[p_quadrant].subdivision=subdiv; + + //cache the smallest subdiv (for faster allocation in light update) + + shadow_atlas->smallest_subdiv=1<<30; + + for(int i=0;i<4;i++) { + if (shadow_atlas->quadrants[i].subdivision) { + shadow_atlas->smallest_subdiv=MIN(shadow_atlas->smallest_subdiv,shadow_atlas->quadrants[i].subdivision); + } + } + + if (shadow_atlas->smallest_subdiv==1<<30) { + shadow_atlas->smallest_subdiv=0; + } + + //resort the size orders, simple bublesort for 4 elements.. + + int swaps=0; + do { + swaps=0; + + for(int i=0;i<3;i++) { + if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i+1]].subdivision) { + SWAP(shadow_atlas->size_order[i],shadow_atlas->size_order[i+1]); + swaps++; + } + } + } while(swaps>0); + + + + + +} + +bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,int *p_in_quadrants,int p_quadrant_count,int p_current_subdiv,uint64_t p_tick,int &r_quadrant,int &r_shadow) { + + + for(int i=p_quadrant_count-1;i>=0;i--) { + + int qidx = p_in_quadrants[i]; + + if (shadow_atlas->quadrants[qidx].subdivision==p_current_subdiv) { + return false; + } + + //look for an empty space + int sc = shadow_atlas->quadrants[qidx].shadows.size(); + ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr(); + + int found_free_idx=-1; //found a free one + int found_used_idx=-1; //found existing one, must steal it + uint64_t min_pass; // pass of the existing one, try to use the least recently used one (LRU fashion) + + for(int j=0;j<sc;j++) { + if (!sarr[j].owner.is_valid()) { + found_free_idx=j; + break; + } + + LightInstance *sli = light_instance_owner.getornull(sarr[j].owner); + ERR_CONTINUE(!sli); + + if (sli->last_scene_pass!=scene_pass) { + + //was just allocated, don't kill it so soon, wait a bit.. + if (p_tick-sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) + continue; + + if (found_used_idx==-1 || sli->last_scene_pass<min_pass) { + found_used_idx=j; + min_pass=sli->last_scene_pass; + } + } + } + + if (found_free_idx==-1 && found_used_idx==-1) + continue; //nothing found + + if (found_free_idx==-1 && found_used_idx!=-1) { + found_free_idx=found_used_idx; + } + + r_quadrant=qidx; + r_shadow=found_free_idx; + + return true; + } + + return false; + +} + + +bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version){ + + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); + ERR_FAIL_COND_V(!shadow_atlas,false); + + LightInstance *li = light_instance_owner.getornull(p_light_intance); + ERR_FAIL_COND_V(!li,false); + + if (shadow_atlas->size==0 || shadow_atlas->smallest_subdiv==0) { + return false; + } + + uint32_t quad_size = shadow_atlas->size>>1; + int desired_fit = MIN(quad_size/shadow_atlas->smallest_subdiv,nearest_power_of_2(quad_size*p_coverage)); + + + int valid_quadrants[4]; + int valid_quadrant_count=0; + int best_size=-1; //best size found + int best_subdiv=-1; //subdiv for the best size + + //find the quadrants this fits into, and the best possible size it can fit into + for(int i=0;i<4;i++) { + int q = shadow_atlas->size_order[i]; + int sd = shadow_atlas->quadrants[q].subdivision; + if (sd==0) + continue; //unused + + int max_fit = quad_size / sd; + + if (best_size!=-1 && max_fit>best_size) + break; //too large + + valid_quadrants[valid_quadrant_count++]=q; + best_subdiv=sd; + + if (max_fit>=desired_fit) { + best_size=max_fit; + } + } + + ERR_FAIL_COND_V(valid_quadrant_count==0,false); + + uint64_t tick = OS::get_singleton()->get_ticks_msec(); + + + //see if it already exists + + if (shadow_atlas->shadow_owners.has(p_light_intance)) { + //it does! + uint32_t key = shadow_atlas->shadow_owners[p_light_intance]; + uint32_t q = (key>>ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t s = key&ShadowAtlas::SHADOW_INDEX_MASK; + + bool should_realloc=shadow_atlas->quadrants[q].subdivision!=best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick-tick > shadow_atlas_realloc_tolerance_msec); + bool should_redraw=shadow_atlas->quadrants[q].shadows[s].version!=p_light_version; + + + + if (!should_realloc) { + shadow_atlas->quadrants[q].shadows[s].version=p_light_version; + //already existing, see if it should redraw or it's just OK + return should_redraw; + } + + int new_quadrant,new_shadow; + + //find a better place + if (_shadow_atlas_find_shadow(shadow_atlas,valid_quadrants,valid_quadrant_count,shadow_atlas->quadrants[q].subdivision,tick,new_quadrant,new_shadow)) { + //found a better place! + ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow]; + if (sh->owner.is_valid()) { + //is taken, but is invalid, erasing it + shadow_atlas->shadow_owners.erase(sh->owner); + LightInstance *sli = light_instance_owner.get(sh->owner); + sli->shadow_atlases.erase(p_atlas); + } + + //erase previous + shadow_atlas->quadrants[q].shadows[s].version=0; + shadow_atlas->quadrants[q].shadows[s].owner=RID(); + + sh->owner=p_light_intance; + sh->alloc_tick=tick; + sh->version=p_light_version; + + //make new key + key=new_quadrant<<ShadowAtlas::QUADRANT_SHIFT; + key|=new_shadow; + //update it in map + shadow_atlas->shadow_owners[p_light_intance]=key; + //make it dirty, as it should redraw anyway + return true; + } + + //no better place for this shadow found, keep current + + //already existing, see if it should redraw or it's just OK + + shadow_atlas->quadrants[q].shadows[s].version=p_light_version; + + return should_redraw; + } + + int new_quadrant,new_shadow; + + //find a better place + if (_shadow_atlas_find_shadow(shadow_atlas,valid_quadrants,valid_quadrant_count,-1,tick,new_quadrant,new_shadow)) { + //found a better place! + ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows[new_shadow]; + if (sh->owner.is_valid()) { + //is taken, but is invalid, erasing it + shadow_atlas->shadow_owners.erase(sh->owner); + LightInstance *sli = light_instance_owner.get(sh->owner); + sli->shadow_atlases.erase(p_atlas); + } + + sh->owner=p_light_intance; + sh->alloc_tick=tick; + sh->version=p_light_version; + + //make new key + uint32_t key=new_quadrant<<ShadowAtlas::QUADRANT_SHIFT; + key|=new_shadow; + //update it in map + shadow_atlas->shadow_owners[p_light_intance]=key; + //make it dirty, as it should redraw anyway + + return true; + } + + //no place to allocate this light, apologies + + return false; + + + + +} + +void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) { + + directional_shadow.light_count=p_count; + directional_shadow.current_light=0; +} + +int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) { + + ERR_FAIL_COND_V(directional_shadow.light_count==0,0); + + int shadow_size; + + if (directional_shadow.light_count==1) { + shadow_size = directional_shadow.size; + } else { + shadow_size = directional_shadow.size/2; //more than 4 not supported anyway + } + + LightInstance *light_instance = light_instance_owner.getornull(p_light_intance); + ERR_FAIL_COND_V(!light_instance,0); + + switch(light_instance->light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: shadow_size/=2; break; + } + + return shadow_size; + +} +////////////////////////////////////////////////////// + +RID RasterizerSceneGLES3::reflection_atlas_create() { + + ReflectionAtlas *reflection_atlas = memnew( ReflectionAtlas ); + reflection_atlas->subdiv=0; + reflection_atlas->color=0; + reflection_atlas->size=0; + for(int i=0;i<6;i++) { + reflection_atlas->fbo[i]=0; + } + + return reflection_atlas_owner.make_rid(reflection_atlas); +} + +void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas,int p_size) { + + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); + ERR_FAIL_COND(!reflection_atlas); + + int size = nearest_power_of_2(p_size); + + if (size==reflection_atlas->size) + return; + if (reflection_atlas->size) { + for(int i=0;i<6;i++) { + glDeleteFramebuffers(1,&reflection_atlas->fbo[i]); + reflection_atlas->fbo[i]=0; + } + glDeleteTextures(1,&reflection_atlas->color); + reflection_atlas->color=0; + } + + reflection_atlas->size=size; + + for(int i=0;i<reflection_atlas->reflections.size();i++) { + //erase probes reference to this + if (reflection_atlas->reflections[i].owner.is_valid()) { + ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); + reflection_atlas->reflections[i].owner=RID(); + + ERR_CONTINUE(!reflection_probe_instance); + reflection_probe_instance->reflection_atlas_index=-1; + reflection_probe_instance->atlas=RID(); + reflection_probe_instance->render_step=-1; + } + } + + + if (reflection_atlas->size) { + + bool use_float=true; + + + GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; + + + // Create a texture for storing the color + glActiveTexture(GL_TEXTURE0); + glGenTextures(1, &reflection_atlas->color); + glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); + + int mmsize=reflection_atlas->size; + + for(int i=0;i<6;i++) { + glTexImage2D(GL_TEXTURE_2D, i, internal_format, mmsize, mmsize, 0, + format, type, NULL); + + mmsize>>=1; + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5); + + mmsize=reflection_atlas->size; + + for(int i=0;i<6;i++) { + glGenFramebuffers(1, &reflection_atlas->fbo[i]); + glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, reflection_atlas->color, i); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); + + glDisable(GL_SCISSOR_TEST); + glViewport(0,0,mmsize,mmsize); + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT); //it needs to be cleared, to avoid generating garbage + + mmsize>>=1; + + } + + + } + + + +} +void RasterizerSceneGLES3::reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv) { + + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_ref_atlas); + ERR_FAIL_COND(!reflection_atlas); + + uint32_t subdiv = nearest_power_of_2(p_subdiv); + if (subdiv&0xaaaaaaaa) { //sqrt(subdiv) must be integer + subdiv<<=1; + } + + subdiv=int(Math::sqrt(subdiv)); + + if (reflection_atlas->subdiv==subdiv) + return; + + + if (subdiv) { + + for(int i=0;i<reflection_atlas->reflections.size();i++) { + //erase probes reference to this + if (reflection_atlas->reflections[i].owner.is_valid()) { + ReflectionProbeInstance *reflection_probe_instance = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[i].owner); + reflection_atlas->reflections[i].owner=RID(); + + ERR_CONTINUE(!reflection_probe_instance); + reflection_probe_instance->reflection_atlas_index=-1; + reflection_probe_instance->atlas=RID(); + reflection_probe_instance->render_step=-1; + } + } + } + + reflection_atlas->subdiv=subdiv; + + reflection_atlas->reflections.resize(subdiv*subdiv); +} + + +//////////////////////////////////////////////////// + +RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) { + + RasterizerStorageGLES3::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!probe,RID()); + + ReflectionProbeInstance *rpi = memnew( ReflectionProbeInstance ); + + rpi->probe_ptr=probe; + rpi->self=reflection_probe_instance_owner.make_rid(rpi); + rpi->probe=p_probe; + rpi->reflection_atlas_index=-1; + rpi->render_step=-1; + rpi->last_pass=0; + + return rpi->self; +} + +void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform) { + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND(!rpi); + rpi->transform=p_transform; + +} + +void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) { + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND(!rpi); + if (rpi->reflection_atlas_index==-1) + return; + + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas); + ERR_FAIL_COND(!reflection_atlas); + + ERR_FAIL_INDEX(rpi->reflection_atlas_index,reflection_atlas->reflections.size()); + + ERR_FAIL_COND(reflection_atlas->reflections[rpi->reflection_atlas_index].owner!=rpi->self); + + reflection_atlas->reflections[rpi->reflection_atlas_index].owner=RID(); + + rpi->reflection_atlas_index=-1; + rpi->atlas=RID(); + rpi->render_step=-1; + +} + +bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) { + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi,false); + + return rpi->reflection_atlas_index==-1 || rpi->probe_ptr->update_mode==VS::REFLECTION_PROBE_UPDATE_ALWAYS; +} + +bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance){ + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi,false); + + return rpi->reflection_atlas_index!=-1; +} + +bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance,RID p_reflection_atlas) { + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi,false); + + rpi->render_step=0; + + if (rpi->reflection_atlas_index!=-1) { + return true; //got one already + } + + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); + ERR_FAIL_COND_V(!reflection_atlas,false); + + + if (reflection_atlas->size==0 || reflection_atlas->subdiv==0) { + return false; + } + + + int best_free=-1; + int best_used=-1; + uint64_t best_used_frame; + + for(int i=0;i<reflection_atlas->reflections.size();i++) { + if (reflection_atlas->reflections[i].owner==RID()) { + best_free=i; + break; + } + + if (rpi->render_step<0 && reflection_atlas->reflections[i].last_frame<storage->frame.count && + (best_used==-1 || reflection_atlas->reflections[i].last_frame<best_used_frame)) { + best_used=i; + best_used_frame=reflection_atlas->reflections[i].last_frame; + } + } + + if (best_free==-1 && best_used==-1) { + return false ;// sorry, can not do. Try again next frame. + } + + if (best_free==-1) { + //find best from what is used + best_free=best_used; + + ReflectionProbeInstance *victim_rpi = reflection_probe_instance_owner.getornull(reflection_atlas->reflections[best_free].owner); + ERR_FAIL_COND_V(!victim_rpi,false); + victim_rpi->atlas=RID(); + victim_rpi->reflection_atlas_index=-1; + + } + + reflection_atlas->reflections[best_free].owner=p_instance; + reflection_atlas->reflections[best_free].last_frame=storage->frame.count; + + rpi->reflection_atlas_index=best_free; + rpi->atlas=p_reflection_atlas; + rpi->render_step=0; + + return true; +} + +bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) { + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi,true); + + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(rpi->atlas); + ERR_FAIL_COND_V(!reflection_atlas,false); + + ERR_FAIL_COND_V(rpi->render_step>=6,true); + + glBindFramebuffer(GL_FRAMEBUFFER,reflection_atlas->fbo[rpi->render_step]); + state.cube_to_dp_shader.bind(); + + int target_size=reflection_atlas->size/reflection_atlas->subdiv; + + int cubemap_index=reflection_cubemaps.size()-1; + + for(int i=reflection_cubemaps.size()-1;i>=0;i--) { + //find appropriate cubemap to render to + if (reflection_cubemaps[i].size>target_size*2) + break; + + cubemap_index=i; + } + + glDisable(GL_BLEND); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP,reflection_cubemaps[cubemap_index].cubemap); + glDisable(GL_CULL_FACE); + + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true); + storage->shaders.cubemap_filter.bind(); + + int cell_size = reflection_atlas->size / reflection_atlas->subdiv; + for(int i=0;i<rpi->render_step;i++) { + cell_size>>=1; //mipmaps! + } + int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size; + int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size; + int width=cell_size; + int height=cell_size; + + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE,rpi->render_step==0); + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY,rpi->probe_ptr->update_mode==VS::REFLECTION_PROBE_UPDATE_ALWAYS); + for(int i=0;i<2;i++) { + + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0); + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,rpi->render_step/5.0); + + uint32_t local_width=width,local_height=height; + uint32_t local_x=x,local_y=y; + + local_height/=2; + local_y+=i*local_height; + + glViewport(local_x,local_y,local_width,local_height); + + _copy_screen(); + } + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE,false); + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY,false); + + + rpi->render_step++; + + return rpi->render_step==6; +} + +/* ENVIRONMENT API */ + +RID RasterizerSceneGLES3::environment_create(){ + + + Environment *env = memnew( Environment ); + + return environment_owner.make_rid(env); +} + +void RasterizerSceneGLES3::environment_set_background(RID p_env,VS::EnvironmentBG p_bg){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + env->bg_mode=p_bg; +} + +void RasterizerSceneGLES3::environment_set_skybox(RID p_env, RID p_skybox){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->skybox=p_skybox; + +} + +void RasterizerSceneGLES3::environment_set_skybox_scale(RID p_env,float p_scale) { + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->skybox_scale=p_scale; + +} + +void RasterizerSceneGLES3::environment_set_bg_color(RID p_env,const Color& p_color){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->bg_color=p_color; + +} +void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env,float p_energy) { + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->bg_energy=p_energy; + +} + +void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env,int p_max_layer){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->canvas_max_layer=p_max_layer; + +} +void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color& p_color, float p_energy, float p_skybox_contribution){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->ambient_color=p_color; + env->ambient_energy=p_energy; + env->ambient_skybox_contribution=p_skybox_contribution; + +} + + + +void RasterizerSceneGLES3::environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->dof_blur_far_enabled=p_enable; + env->dof_blur_far_distance=p_distance; + env->dof_blur_far_transition=p_transition; + env->dof_blur_far_amount=p_amount; + env->dof_blur_far_quality=p_quality; + + +} + +void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_amount,VS::EnvironmentDOFBlurQuality p_quality){ + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->dof_blur_near_enabled=p_enable; + env->dof_blur_near_distance=p_distance; + env->dof_blur_near_transition=p_transition; + env->dof_blur_near_amount=p_amount; + env->dof_blur_near_quality=p_quality; + + +} +void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) { + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->glow_enabled=p_enable; + env->glow_levels=p_level_flags; + env->glow_intensity=p_intensity; + env->glow_strength=p_strength; + env->glow_bloom=p_bloom_treshold; + env->glow_blend_mode=p_blend_mode; + env->glow_hdr_bleed_treshold=p_hdr_bleed_treshold; + env->glow_hdr_bleed_scale=p_hdr_bleed_scale; + env->glow_bicubic_upscale=p_bicubic_upscale; + +} +void RasterizerSceneGLES3::environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture){ + +} + +void RasterizerSceneGLES3::environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness) { + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->ssr_enabled=p_enable; + env->ssr_max_steps=p_max_steps; + env->ssr_accel=p_accel; + env->ssr_fade=p_fade; + env->ssr_depth_tolerance=p_depth_tolerance; + env->ssr_smooth=p_smooth; + env->ssr_roughness=p_roughness; + +} + + +void RasterizerSceneGLES3::environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur) { + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + env->ssao_enabled=p_enable; + env->ssao_radius=p_radius; + env->ssao_intensity=p_intensity; + env->ssao_radius2=p_radius2; + env->ssao_intensity2=p_intensity2; + env->ssao_bias=p_bias; + env->ssao_light_affect=p_light_affect; + env->ssao_color=p_color; + env->ssao_filter=p_blur; + +} + +void RasterizerSceneGLES3::environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale) { + + Environment *env=environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + + + env->tone_mapper=p_tone_mapper; + env->tone_mapper_exposure=p_exposure; + env->tone_mapper_exposure_white=p_white; + env->auto_exposure=p_auto_exposure; + env->auto_exposure_speed=p_auto_exp_speed; + env->auto_exposure_min=p_min_luminance; + env->auto_exposure_max=p_max_luminance; + env->auto_exposure_grey=p_auto_exp_scale; + +} + + +void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) { + + +} + + +RID RasterizerSceneGLES3::light_instance_create(RID p_light) { + + + LightInstance *light_instance = memnew( LightInstance ); + + light_instance->last_pass=0; + light_instance->last_scene_pass=0; + light_instance->last_scene_shadow_pass=0; + + light_instance->light=p_light; + light_instance->light_ptr=storage->light_owner.getornull(p_light); + + ERR_FAIL_COND_V(!light_instance->light_ptr,RID()); + + light_instance->self=light_instance_owner.make_rid(light_instance); + + return light_instance->self; +} + +void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,const Transform& p_transform){ + + LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); + ERR_FAIL_COND(!light_instance); + + light_instance->transform=p_transform; +} + +void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass) { + + LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); + ERR_FAIL_COND(!light_instance); + + if (light_instance->light_ptr->type!=VS::LIGHT_DIRECTIONAL) { + p_pass=0; + } + + ERR_FAIL_INDEX(p_pass,4); + + light_instance->shadow_transform[p_pass].camera=p_projection; + light_instance->shadow_transform[p_pass].transform=p_transform; + light_instance->shadow_transform[p_pass].farplane=p_far; + light_instance->shadow_transform[p_pass].split=p_split; + +} + + +void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) { + + LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); + ERR_FAIL_COND(!light_instance); + + light_instance->last_scene_pass=scene_pass; +} + + +////////////////////// + +RID RasterizerSceneGLES3::gi_probe_instance_create() { + + GIProbeInstance *gipi = memnew(GIProbeInstance); + + return gi_probe_instance_owner.make_rid(gipi); +} + +void RasterizerSceneGLES3::gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) { + + GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); + ERR_FAIL_COND(!gipi); + gipi->data=p_data; + gipi->probe=storage->gi_probe_owner.getornull(p_base); + if (p_data.is_valid()) { + RasterizerStorageGLES3::GIProbeData *gipd = storage->gi_probe_data_owner.getornull(p_data); + ERR_FAIL_COND(!gipd); + if (gipd) { + gipi->tex_cache=gipd->tex_id; + gipi->cell_size_cache.x=1.0/gipd->width; + gipi->cell_size_cache.y=1.0/gipd->height; + gipi->cell_size_cache.z=1.0/gipd->depth; + } + } +} +void RasterizerSceneGLES3::gi_probe_instance_set_transform_to_data(RID p_probe,const Transform& p_xform) { + + GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); + ERR_FAIL_COND(!gipi); + gipi->transform_to_data=p_xform; + +} + +void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds) { + + GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_probe); + ERR_FAIL_COND(!gipi); + gipi->bounds=p_bounds; + +} + +//////////////////////////// +//////////////////////////// +//////////////////////////// + +bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass) { + + if (p_material->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) { + glDisable(GL_CULL_FACE); + } else { + glEnable(GL_CULL_FACE); + } + + if (state.current_line_width!=p_material->line_width) { + //glLineWidth(MAX(p_material->line_width,1.0)); + state.current_line_width=p_material->line_width; + } + + if (state.current_depth_draw!=p_material->shader->spatial.depth_draw_mode) { + switch(p_material->shader->spatial.depth_draw_mode) { + case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: + case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE: { + + glDepthMask(!p_alpha_pass); + } break; + case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS: { + glDepthMask(GL_TRUE); + } break; + case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER: { + glDepthMask(GL_FALSE); + } break; + } + + state.current_depth_draw=p_material->shader->spatial.depth_draw_mode; + } + + //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); + + /* + 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->line_width) + // glLineWidth(p_material->line_width); + +#if 0 + //blend mode + if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) { + + switch(p_material->shader->spatial.blend_mode) { + + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { + + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); + + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { + + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + } break; + } + + state.current_blend_mode=p_material->shader->spatial.blend_mode; + + } +#endif + //material parameters + + + state.scene_shader.set_custom_shader(p_material->shader->custom_code_id); + bool rebind = state.scene_shader.bind(); + + + if (p_material->ubo_id) { + + glBindBufferBase(GL_UNIFORM_BUFFER,1,p_material->ubo_id); + } + + + + int tc = p_material->textures.size(); + RID* textures = p_material->textures.ptr(); + ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = p_material->shader->texture_hints.ptr(); + + state.current_main_tex=0; + + for(int i=0;i<tc;i++) { + + glActiveTexture(GL_TEXTURE0+i); + + GLenum target; + GLuint tex; + + RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] ); + + if (!t) { + //check hints + target=GL_TEXTURE_2D; + + switch(texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex=storage->resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex=storage->resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex=storage->resources.normal_tex; + } break; + default: { + tex=storage->resources.white_tex; + } break; + } + + + } else { + + if (storage->config.srgb_decode_supported) { + //if SRGB decode extension is present, simply switch the texture to whathever is needed + bool must_srgb=false; + + if (t->srgb && (texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || texture_hints[i]==ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO)) { + must_srgb=true; + } + + if (t->using_srgb!=must_srgb) { + if (must_srgb) { + glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); +#ifdef TOOLS_ENABLED + if (!(t->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + t->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; + //notify that texture must be set to linear beforehand, so it works in other platforms when exported + } +#endif + + } else { + glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); + } + t->using_srgb=must_srgb; + } + } + + target=t->target; + tex = t->tex_id; + + } + + glBindTexture(target,tex); + + if (i==0) { + state.current_main_tex=tex; + } + } + + + return rebind; + +} + + +void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) { + + switch(e->instance->base_type) { + + case VS::INSTANCE_MESH: { + + RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry); + + if (s->morph_targets.size() && e->instance->morph_values.size()) { + //blend shapes, use transform feedback + storage->mesh_render_blend_shapes(s,e->instance->morph_values.ptr()); + //rebind shader + state.scene_shader.bind(); + } else { + + glBindVertexArray(s->array_id); // everything is so easy nowadays + } + + } break; + + case VS::INSTANCE_MULTIMESH: { + + RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh*>(e->owner); + RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry); + glBindVertexArray(s->instancing_array_id); // use the instancing array ID + glBindBuffer(GL_ARRAY_BUFFER,multi_mesh->buffer); //modify the buffer + + int stride = (multi_mesh->xform_floats+multi_mesh->color_floats)*4; + glEnableVertexAttribArray(8); + glVertexAttribPointer(8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0); + glVertexAttribDivisor(8,1); + glEnableVertexAttribArray(9); + glVertexAttribPointer(9,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+4*4); + glVertexAttribDivisor(9,1); + + int color_ofs; + + if (multi_mesh->transform_format==VS::MULTIMESH_TRANSFORM_3D) { + glEnableVertexAttribArray(10); + glVertexAttribPointer(10,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+8*4); + glVertexAttribDivisor(10,1); + color_ofs=12*4; + } else { + glDisableVertexAttribArray(10); + glVertexAttrib4f(10,0,0,1,0); + color_ofs=8*4; + } + + switch(multi_mesh->color_format) { + + case VS::MULTIMESH_COLOR_NONE: { + glDisableVertexAttribArray(11); + glVertexAttrib4f(11,1,1,1,1); + } break; + case VS::MULTIMESH_COLOR_8BIT: { + glEnableVertexAttribArray(11); + glVertexAttribPointer(11,4,GL_UNSIGNED_BYTE,GL_TRUE,stride,((uint8_t*)NULL)+color_ofs); + glVertexAttribDivisor(11,1); + + } break; + case VS::MULTIMESH_COLOR_FLOAT: { + glEnableVertexAttribArray(11); + glVertexAttribPointer(11,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs); + glVertexAttribDivisor(11,1); + } break; + } + + } 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 RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { + + switch(e->instance->base_type) { + + case VS::INSTANCE_MESH: { + + RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry); + + if (s->index_array_len>0) { + + + glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0); + + storage->info.render_vertices_count+=s->index_array_len; + + } else { + + glDrawArrays(gl_primitive[s->primitive],0,s->array_len); + + storage->info.render_vertices_count+=s->array_len; + + } + + + + + } break; + case VS::INSTANCE_MULTIMESH: { + + RasterizerStorageGLES3::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES3::MultiMesh*>(e->owner); + RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry); + + int amount = MAX(multi_mesh->size,multi_mesh->visible_instances); + + if (s->index_array_len>0) { + + glDrawElementsInstanced(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0,amount); + + storage->info.render_vertices_count+=s->index_array_len * amount; + + } else { + + glDrawArraysInstanced(gl_primitive[s->primitive],0,s->array_len,amount); + + storage->info.render_vertices_count+=s->array_len * amount; + + } + + } break; + case VS::INSTANCE_IMMEDIATE: { + + bool restore_tex=false; + const RasterizerStorageGLES3::Immediate *im = static_cast<const RasterizerStorageGLES3::Immediate*>( e->geometry ); + + if (im->building) { + return; + } + + glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer); + glBindVertexArray(state.immediate_array); + + + for(const List< RasterizerStorageGLES3::Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) { + + const RasterizerStorageGLES3::Immediate::Chunk &c=E->get(); + if (c.vertices.empty()) { + continue; + } + + int vertices = c.vertices.size(); + uint32_t buf_ofs=0; + + storage->info.render_vertices_count+=vertices; + + if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) { + + const RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture); + glActiveTexture(GL_TEXTURE0); + glBindTexture(t->target,t->tex_id); + restore_tex=true; + + + } else if (restore_tex) { + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,state.current_main_tex); + restore_tex=false; + } + + + + if (!c.normals.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_NORMAL); + glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.normals.ptr()); + glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3)*vertices,((uint8_t*)NULL)+buf_ofs); + buf_ofs+=sizeof(Vector3)*vertices; + + } else { + + glDisableVertexAttribArray(VS::ARRAY_NORMAL); + } + + if (!c.tangents.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_TANGENT); + glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Plane)*vertices,c.tangents.ptr()); + glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane)*vertices,((uint8_t*)NULL)+buf_ofs); + buf_ofs+=sizeof(Plane)*vertices; + + } else { + + glDisableVertexAttribArray(VS::ARRAY_TANGENT); + } + + if (!c.colors.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Color)*vertices,c.colors.ptr()); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),((uint8_t*)NULL)+buf_ofs); + buf_ofs+=sizeof(Color)*vertices; + + } else { + + glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); + } + + + if (!c.uvs.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector2)*vertices,c.uvs.ptr()); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs); + buf_ofs+=sizeof(Vector2)*vertices; + + } else { + + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + if (!c.uvs2.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); + glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector2)*vertices,c.uvs2.ptr()); + glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),((uint8_t*)NULL)+buf_ofs); + buf_ofs+=sizeof(Vector2)*vertices; + + } else { + + glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); + } + + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*vertices,c.vertices.ptr()); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),((uint8_t*)NULL)+buf_ofs); + glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size()); + + + } + + + if (restore_tex) { + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,state.current_main_tex); + restore_tex=false; + } + } break; + + } + +} + +void RasterizerSceneGLES3::_setup_light(RenderList::Element *e,const Transform& p_view_transform) { + + int omni_indices[16]; + int omni_count=0; + int spot_indices[16]; + int spot_count=0; + int reflection_indices[16]; + int reflection_count=0; + + int maxobj = MIN(16,state.max_forward_lights_per_object); + + int lc = e->instance->light_instances.size(); + if (lc) { + + const RID* lights=e->instance->light_instances.ptr(); + + for(int i=0;i<lc;i++) { + LightInstance *li=light_instance_owner.getptr(lights[i]); + if (li->last_pass!=render_pass) //not visible + continue; + + if (li->light_ptr->type==VS::LIGHT_OMNI) { + if (omni_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) { + omni_indices[omni_count++]=li->light_index; + } + } + + if (li->light_ptr->type==VS::LIGHT_SPOT) { + if (spot_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) { + spot_indices[spot_count++]=li->light_index; + } + } + } + } + + state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT,omni_count); + + if (omni_count) { + glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES),omni_count,omni_indices); + } + + state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT,spot_count); + if (spot_count) { + glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES),spot_count,spot_indices); + } + + + int rc = e->instance->reflection_probe_instances.size(); + + + if (rc) { + + + const RID* reflections=e->instance->reflection_probe_instances.ptr(); + + for(int i=0;i<rc;i++) { + ReflectionProbeInstance *rpi=reflection_probe_instance_owner.getptr(reflections[i]); + if (rpi->last_pass!=render_pass) //not visible + continue; + + if (reflection_count<maxobj) { + reflection_indices[reflection_count++]=rpi->reflection_index; + } + } + } + + state.scene_shader.set_uniform(SceneShaderGLES3::REFLECTION_COUNT,reflection_count); + if (reflection_count) { + glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::REFLECTION_INDICES),reflection_count,reflection_indices); + } + + int gi_probe_count = e->instance->gi_probe_instances.size(); + if (gi_probe_count) { + const RID * ridp = e->instance->gi_probe_instances.ptr(); + + GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]); + + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-6); + glBindTexture(GL_TEXTURE_3D,gipi->tex_cache); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe?gipi->probe->dynamic_range*gipi->probe->energy:0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe?!gipi->probe->interior:false); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache); + if (gi_probe_count>1) { + + GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]); + + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-7); + glBindTexture(GL_TEXTURE_3D,gipi2->tex_cache); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe?gipi2->probe->dynamic_range*gipi2->probe->energy:0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe?!gipi2->probe->interior:false); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true ); + } else { + + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, false ); + } + } +} + + +void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) { + + if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) { + + Transform xf=p_instance->transform; + if (p_instance->depth_scale) { + + if (p_projection.matrix[3][3]) { + //orthogonal matrix, try to do about the same + //with viewport size + //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) ); + real_t h = Math::abs( 1.0/(2.0*p_projection.matrix[1][1]) ); + float sc = (h*2.0); //consistent with Y-fov + xf.basis.scale( Vector3(sc,sc,sc)); + } else { + //just scale by depth + real_t sc = Plane(p_view_transform.origin,-p_view_transform.get_basis().get_axis(2)).distance_to(xf.origin); + xf.basis.scale( Vector3(sc,sc,sc)); + } + } + + if (p_instance->billboard && storage->frame.current_rt) { + + Vector3 scale = xf.basis.get_scale(); + + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { + xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1)); + } else { + xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1)); + } + + xf.basis.scale(scale); + } + + if (p_instance->billboard_y && storage->frame.current_rt) { + + Vector3 scale = xf.basis.get_scale(); + Vector3 look_at = p_view_transform.get_origin(); + look_at.y = 0.0; + Vector3 look_at_norm = look_at.normalized(); + + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { + xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, -1.0, 0.0)); + } else { + xf.set_look_at(xf.origin,xf.origin + look_at_norm, Vector3(0.0, 1.0, 0.0)); + } + xf.basis.scale(scale); + } + state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, xf); + + } else { + state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, p_instance->transform); + } +} + +void RasterizerSceneGLES3::_set_cull(bool p_front,bool p_reverse_cull) { + + bool front = p_front; + if (p_reverse_cull) + front=!front; + + if (front!=state.cull_front) { + + glCullFace(front?GL_FRONT:GL_BACK); + state.cull_front=front; + } +} + + + +void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,GLuint p_base_env,bool p_reverse_cull,bool p_alpha_pass,bool p_shadow,bool p_directional_add,bool p_directional_shadows) { + + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { + //p_reverse_cull=!p_reverse_cull; + glFrontFace(GL_CCW); + } else { + glFrontFace(GL_CW); + } + + glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo + + + if (!p_shadow && !p_directional_add) { + glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1); + glBindTexture(GL_TEXTURE_2D,state.brdf_texture); + + if (p_base_env) { + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2); + glBindTexture(GL_TEXTURE_2D,p_base_env); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,true); + } else { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false); + + } + } else { + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false); + } + + + state.cull_front=false; + glCullFace(GL_BACK); + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false); + + state.current_blend_mode=-1; + state.current_line_width=-1; + state.current_depth_draw=-1; + + RasterizerStorageGLES3::Material* prev_material=NULL; + RasterizerStorageGLES3::Geometry* prev_geometry=NULL; + VS::InstanceType prev_base_type = VS::INSTANCE_MAX; + + int current_blend_mode=-1; + + int prev_shading=-1; + RID prev_skeleton; + + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set) + + bool first=true; + + storage->info.render_object_count+=p_element_count; + + for (int i=0;i<p_element_count;i++) { + + RenderList::Element *e = p_elements[i]; + RasterizerStorageGLES3::Material* material= e->material; + RID skeleton = e->instance->skeleton; + + bool rebind=first; + + int shading = (e->sort_key>>RenderList::SORT_KEY_SHADING_SHIFT)&RenderList::SORT_KEY_SHADING_MASK; + + if (!p_shadow) { + + + + if (p_directional_add) { + if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask&directional_light->light_ptr->cull_mask)) { + continue; + } + + shading&=~1; //ignore the ignore directional for base pass + } + + if (shading!=prev_shading) { + + if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) { + + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,false); + + + + //state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); + } else { + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,e->instance->gi_probe_instances.size()>0); + + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,!p_directional_add); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,shadow_filter_mode==SHADOW_FILTER_PCF5); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,shadow_filter_mode==SHADOW_FILTER_PCF13); + + + if (p_directional_add || (directional_light && (e->sort_key&RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG)==0)) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,true); + + if (p_directional_shadows && directional_light->light_ptr->shadow) { + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,true); + + switch(directional_light->light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,true); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits); + break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,true); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits); + break; + } + } + + } + + } + + + + rebind=true; + } + + + if (p_alpha_pass || p_directional_add) { + int desired_blend_mode; + if (p_directional_add) { + desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD; + } else { + desired_blend_mode=material->shader->spatial.blend_mode; + } + + if (desired_blend_mode!=current_blend_mode) { + + + switch(desired_blend_mode) { + + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { + + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); + + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { + + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } + else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + } break; + + } + + current_blend_mode=desired_blend_mode; + } + + } + + + } + + if (prev_skeleton!=skeleton) { + if (prev_skeleton.is_valid() != skeleton.is_valid()) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,skeleton.is_valid()); + rebind=true; + } + if (skeleton.is_valid()) { + RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton); + if (sk->size) { + glBindBufferBase(GL_UNIFORM_BUFFER,7,sk->ubo); + } + } + } + + if ((prev_base_type==VS::INSTANCE_MULTIMESH) != (e->instance->base_type==VS::INSTANCE_MULTIMESH)) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,e->instance->base_type==VS::INSTANCE_MULTIMESH); + rebind=true; + } + + if (material!=prev_material || rebind) { + + storage->info.render_material_switch_count++; + + rebind = _setup_material(material,p_alpha_pass); + + if (rebind) { + storage->info.render_shader_rebind_count++; + } + } + + if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { + _setup_light(e,p_view_transform); + + } + + + if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) { + + _setup_geometry(e); + storage->info.render_surface_switch_count++; + + } + + _set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull); + + state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0); + + _setup_transform(e->instance,p_view_transform,p_projection); + + _render_geometry(e); + + prev_material=material; + prev_base_type=e->instance->base_type; + prev_geometry=e->geometry; + prev_shading=shading; + prev_skeleton=skeleton; + first=false; + + } + + + + glFrontFace(GL_CW); + glBindVertexArray(0); + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES,false); + +} + + +void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow) { + + RasterizerStorageGLES3::Material *m=NULL; + RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material); + + +/* +#ifdef DEBUG_ENABLED + if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) { + m_src=overdraw_material; + } + +#endif +*/ + + if (m_src.is_valid()) { + m=storage->material_owner.getornull( m_src ); + + if (!m->shader) { + m=NULL; + } + } + + if (!m) { + m=storage->material_owner.getptr( default_material ); + } + + ERR_FAIL_COND(!m); + + + + bool has_base_alpha=(m->shader->spatial.uses_alpha); + bool has_blend_alpha=m->shader->spatial.blend_mode!=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop; + bool has_alpha = has_base_alpha || has_blend_alpha; + bool shadow = false; + + bool mirror = p_instance->mirror; + + if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) { + mirror=!mirror; + } + + if (m->shader->spatial.uses_sss) { + state.used_sss=true; + } + + if (p_shadow) { + + if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) + return; //bye + + if (!m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + //shader does not use discard and does not write a vertex position, use generic material + if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) + m = storage->material_owner.getptr(default_material_twosided); + else + m = storage->material_owner.getptr(default_material); + } + + has_alpha=false; + + } + + + + RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element(); + + if (!e) + return; + + e->geometry=p_geometry; + e->material=m; + e->instance=p_instance; + e->owner=p_owner; + e->sort_key=0; + + if (e->geometry->last_pass!=render_pass) { + e->geometry->last_pass=render_pass; + e->geometry->index=current_geometry_index++; + } + + if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask&e->instance->layer_mask)==0) { + e->sort_key|=RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG; + } + + e->sort_key|=uint64_t(e->geometry->index)<<RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; + e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT; + + if (!p_shadow) { + + + if (e->material->last_pass!=render_pass) { + e->material->last_pass=render_pass; + e->material->index=current_material_index++; + } + + e->sort_key|=uint64_t(e->material->index)<<RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; + e->sort_key|=uint64_t(e->instance->depth_layer)<<RenderList::SORT_KEY_DEPTH_LAYER_SHIFT; + + if (!has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode==RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + + //if nothing exists, add this element as opaque too + RenderList::Element *oe = render_list.add_element(); + + if (!oe) + return; + + copymem(oe,e,sizeof(RenderList::Element)); + } + + if (e->instance->gi_probe_instances.size()) { + e->sort_key|=RenderList::SORT_KEY_GI_PROBES_FLAG; + } + } + + //if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE) + // e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; + + + if (mirror) { + e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG; + } + + //e->light_type=0xFF; // no lights! + + if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) { + + e->sort_key|=RenderList::SORT_KEY_UNSHADED_FLAG; + } +} + +void RasterizerSceneGLES3::_draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox,const CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) { + + if (!p_skybox) + return; + + RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_skybox->cubemap); + + ERR_FAIL_COND(!tex); + glActiveTexture(GL_TEXTURE0); + glBindTexture(tex->target,tex->tex_id); + + + if (storage->config.srgb_decode_supported && tex->srgb && !tex->using_srgb) { + + glTexParameteri(tex->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + tex->using_srgb=true; +#ifdef TOOLS_ENABLED + if (!(tex->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + tex->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; + //notify that texture must be set to linear beforehand, so it works in other platforms when exported + } +#endif + } + + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1,1,1,1); + + float flip_sign = p_vflip?-1:1; + + Vector3 vertices[8]={ + Vector3(-1,-1*flip_sign,1), + Vector3( 0, 1, 0), + Vector3( 1,-1*flip_sign,1), + Vector3( 1, 1, 0), + Vector3( 1, 1*flip_sign,1), + Vector3( 1, 0, 0), + Vector3(-1, 1*flip_sign,1), + Vector3( 0, 0, 0) + + }; + + + + //skybox uv vectors + float vw,vh,zn; + p_projection.get_viewport_size(vw,vh); + zn=p_projection.get_z_near(); + + float scale=p_scale; + + for(int i=0;i<4;i++) { + + Vector3 uv=vertices[i*2+1]; + uv.x=(uv.x*2.0-1.0)*vw*scale; + uv.y=-(uv.y*2.0-1.0)*vh*scale; + uv.z=-zn; + vertices[i*2+1] = p_transform.basis.xform(uv).normalized(); + vertices[i*2+1].z = -vertices[i*2+1].z; + } + + glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); + glBufferSubData(GL_ARRAY_BUFFER,0,sizeof(Vector3)*8,vertices); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + glBindVertexArray(state.skybox_array); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,true); + storage->shaders.copy.bind(); + + glDrawArrays(GL_TRIANGLE_FAN,0,4); + + glBindVertexArray(0); + glColorMask(1,1,1,1); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_CUBEMAP,false); + +} + + +void RasterizerSceneGLES3::_setup_environment(Environment *env,const CameraMatrix& p_cam_projection,const Transform& p_cam_transform) { + + + //store camera into ubo + store_camera(p_cam_projection,state.ubo_data.projection_matrix); + store_transform(p_cam_transform,state.ubo_data.camera_matrix); + store_transform(p_cam_transform.affine_inverse(),state.ubo_data.camera_inverse_matrix); + + //time global variables + for(int i=0;i<4;i++) { + state.ubo_data.time[i]=storage->frame.time[i]; + } + + //bg and ambient + if (env) { + state.ubo_data.bg_energy=env->bg_energy; + state.ubo_data.ambient_energy=env->ambient_energy; + Color linear_ambient_color = env->ambient_color.to_linear(); + state.ubo_data.ambient_light_color[0]=linear_ambient_color.r; + state.ubo_data.ambient_light_color[1]=linear_ambient_color.g; + state.ubo_data.ambient_light_color[2]=linear_ambient_color.b; + state.ubo_data.ambient_light_color[3]=linear_ambient_color.a; + + Color bg_color; + + switch(env->bg_mode) { + case VS::ENV_BG_CLEAR_COLOR: { + bg_color=storage->frame.clear_request_color.to_linear(); + } break; + case VS::ENV_BG_COLOR: { + bg_color=env->bg_color.to_linear(); + } break; + default: { + bg_color=Color(0,0,0,1); + } break; + } + + state.ubo_data.bg_color[0]=bg_color.r; + state.ubo_data.bg_color[1]=bg_color.g; + state.ubo_data.bg_color[2]=bg_color.b; + state.ubo_data.bg_color[3]=bg_color.a; + + state.env_radiance_data.ambient_contribution=env->ambient_skybox_contribution; + state.ubo_data.ambient_occlusion_affect_light=env->ssao_light_affect; + } else { + state.ubo_data.bg_energy=1.0; + state.ubo_data.ambient_energy=1.0; + //use from clear color instead, since there is no ambient + Color linear_ambient_color = storage->frame.clear_request_color.to_linear(); + state.ubo_data.ambient_light_color[0]=linear_ambient_color.r; + state.ubo_data.ambient_light_color[1]=linear_ambient_color.g; + state.ubo_data.ambient_light_color[2]=linear_ambient_color.b; + state.ubo_data.ambient_light_color[3]=linear_ambient_color.a; + + state.ubo_data.bg_color[0]=linear_ambient_color.r; + state.ubo_data.bg_color[1]=linear_ambient_color.g; + state.ubo_data.bg_color[2]=linear_ambient_color.b; + state.ubo_data.bg_color[3]=linear_ambient_color.a; + + state.env_radiance_data.ambient_contribution=0; + state.ubo_data.ambient_occlusion_affect_light=0; + + } + + { + //directional shadow + + state.ubo_data.shadow_directional_pixel_size[0]=1.0/directional_shadow.size; + state.ubo_data.shadow_directional_pixel_size[1]=1.0/directional_shadow.size; + + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-4); + glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + } + + + + glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::SceneDataUBO), &state.ubo_data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + //fill up environment + + store_transform(p_cam_transform,state.env_radiance_data.transform); + + + glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + +} + +void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform& p_camera_inverse_transform,bool p_use_shadows) { + + LightInstance *li = directional_lights[p_index]; + + LightDataUBO ubo_data; //used for filling + + float sign = li->light_ptr->negative?-1:1; + + Color linear_col = li->light_ptr->color.to_linear(); + ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[3]=0; + + //omni, keep at 0 + ubo_data.light_pos_inv_radius[0]=0.0; + ubo_data.light_pos_inv_radius[1]=0.0; + ubo_data.light_pos_inv_radius[2]=0.0; + ubo_data.light_pos_inv_radius[3]=0.0; + + Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized(); + ubo_data.light_direction_attenuation[0]=direction.x; + ubo_data.light_direction_attenuation[1]=direction.y; + ubo_data.light_direction_attenuation[2]=direction.z; + ubo_data.light_direction_attenuation[3]=1.0; + + ubo_data.light_params[0]=0; + ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[2]=0; + ubo_data.light_params[3]=0; + + Color shadow_color = li->light_ptr->shadow_color.to_linear(); + ubo_data.light_shadow_color[0]=shadow_color.r; + ubo_data.light_shadow_color[1]=shadow_color.g; + ubo_data.light_shadow_color[2]=shadow_color.b; + ubo_data.light_shadow_color[3]=1.0; + + + if (p_use_shadows && li->light_ptr->shadow) { + + int shadow_count=0; + + switch(li->light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { + shadow_count=1; + } break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { + shadow_count=2; + } break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { + shadow_count=4; + } break; + + } + + for(int j=0;j<shadow_count;j++) { + + + uint32_t x=li->directional_rect.pos.x; + uint32_t y=li->directional_rect.pos.y; + uint32_t width=li->directional_rect.size.x; + uint32_t height=li->directional_rect.size.y; + + + + if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + + + width/=2; + height/=2; + + if (j==0) { + + } else if (j==1) { + x+=width; + } else if (j==2) { + y+=height; + } else if (j==3) { + x+=width; + y+=height; + + } + + + + } else if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + + height/=2; + + if (j==0) { + + } else { + y+=height; + } + + } + + ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split; + + Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse(); + + CameraMatrix bias; + bias.set_light_bias(); + CameraMatrix rectm; + Rect2 atlas_rect = Rect2(float(x)/directional_shadow.size,float(y)/directional_shadow.size,float(width)/directional_shadow.size,float(height)/directional_shadow.size); + rectm.set_light_atlas_rect(atlas_rect); + + + CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview; + + store_camera(shadow_mtx,&ubo_data.shadow_matrix1[16*j]); + + ubo_data.light_clamp[0]=atlas_rect.pos.x; + ubo_data.light_clamp[1]=atlas_rect.pos.y; + ubo_data.light_clamp[2]=atlas_rect.size.x; + ubo_data.light_clamp[3]=atlas_rect.size.y; + + } + + } + + glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + directional_light=li; + + glBindBufferBase(GL_UNIFORM_BUFFER,3,state.directional_ubo); + +} + +void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_shadow_atlas) { + + + state.omni_light_count=0; + state.spot_light_count=0; + state.directional_light_count=0; + + directional_light=NULL; + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + + + for(int i=0;i<p_light_cull_count;i++) { + + ERR_BREAK( i>=RenderList::MAX_LIGHTS ); + + LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); + + LightDataUBO ubo_data; //used for filling + + switch(li->light_ptr->type) { + + case VS::LIGHT_DIRECTIONAL: { + + if (state.directional_light_count<RenderList::MAX_DIRECTIONAL_LIGHTS) { + directional_lights[state.directional_light_count++]=li; + } + + + } break; + case VS::LIGHT_OMNI: { + + float sign = li->light_ptr->negative?-1:1; + + Color linear_col = li->light_ptr->color.to_linear(); + ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[3]=0; + + + Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin); + + //directional, keep at 0 + ubo_data.light_pos_inv_radius[0]=pos.x; + ubo_data.light_pos_inv_radius[1]=pos.y; + ubo_data.light_pos_inv_radius[2]=pos.z; + ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); + + ubo_data.light_direction_attenuation[0]=0; + ubo_data.light_direction_attenuation[1]=0; + ubo_data.light_direction_attenuation[2]=0; + ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + + ubo_data.light_params[0]=0; + ubo_data.light_params[1]=0; + ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[3]=0; + + Color shadow_color = li->light_ptr->shadow_color.to_linear(); + ubo_data.light_shadow_color[0]=shadow_color.r; + ubo_data.light_shadow_color[1]=shadow_color.g; + ubo_data.light_shadow_color[2]=shadow_color.b; + ubo_data.light_shadow_color[3]=1.0; + + if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { + // fill in the shadow information + + uint32_t key = shadow_atlas->shadow_owners[li->self]; + + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; + + ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size()); + + uint32_t atlas_size = shadow_atlas->size; + uint32_t quadrant_size = atlas_size>>1; + + uint32_t x=(quadrant&1)*quadrant_size; + uint32_t y=(quadrant>>1)*quadrant_size; + + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + + uint32_t width=shadow_size; + uint32_t height=shadow_size; + + + if (li->light_ptr->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + + height/=2; + } else { + width/=2; + + } + + Transform proj = (p_camera_inverse_transform * li->transform).inverse(); + + store_transform(proj,ubo_data.shadow_matrix1); + + ubo_data.light_params[3]=1.0; //means it has shadow + ubo_data.light_clamp[0]=float(x)/atlas_size; + ubo_data.light_clamp[1]=float(y)/atlas_size; + ubo_data.light_clamp[2]=float(width)/atlas_size; + ubo_data.light_clamp[3]=float(height)/atlas_size; + + } + + + li->light_index=state.omni_light_count; + copymem(&state.omni_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size); + state.omni_light_count++; + + + +#if 0 + if (li->light_ptr->shadow_enabled) { + li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse(); + lights_use_shadow=true; + } +#endif + } break; + case VS::LIGHT_SPOT: { + + float sign = li->light_ptr->negative?-1:1; + + Color linear_col = li->light_ptr->color.to_linear(); + ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[3]=0; + + Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin); + + //directional, keep at 0 + ubo_data.light_pos_inv_radius[0]=pos.x; + ubo_data.light_pos_inv_radius[1]=pos.y; + ubo_data.light_pos_inv_radius[2]=pos.z; + ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); + + Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized(); + ubo_data.light_direction_attenuation[0]=direction.x; + ubo_data.light_direction_attenuation[1]=direction.y; + ubo_data.light_direction_attenuation[2]=direction.z; + ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + + ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; + ubo_data.light_params[1]=Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE])); + ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[3]=0; + + Color shadow_color = li->light_ptr->shadow_color.to_linear(); + ubo_data.light_shadow_color[0]=shadow_color.r; + ubo_data.light_shadow_color[1]=shadow_color.g; + ubo_data.light_shadow_color[2]=shadow_color.b; + ubo_data.light_shadow_color[3]=1.0; + + if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { + // fill in the shadow information + + uint32_t key = shadow_atlas->shadow_owners[li->self]; + + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; + + ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size()); + + uint32_t atlas_size = shadow_atlas->size; + uint32_t quadrant_size = atlas_size>>1; + + uint32_t x=(quadrant&1)*quadrant_size; + uint32_t y=(quadrant>>1)*quadrant_size; + + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + + uint32_t width=shadow_size; + uint32_t height=shadow_size; + + Rect2 rect(float(x)/atlas_size,float(y)/atlas_size,float(width)/atlas_size,float(height)/atlas_size); + + ubo_data.light_params[3]=1.0; //means it has shadow + ubo_data.light_clamp[0]=rect.pos.x; + ubo_data.light_clamp[1]=rect.pos.y; + ubo_data.light_clamp[2]=rect.size.x; + ubo_data.light_clamp[3]=rect.size.y; + + Transform modelview = (p_camera_inverse_transform * li->transform).inverse(); + + CameraMatrix bias; + bias.set_light_bias(); + CameraMatrix rectm; + rectm.set_light_atlas_rect(rect); + + CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview; + + store_camera(shadow_mtx,ubo_data.shadow_matrix1); + + + } + + li->light_index=state.spot_light_count; + copymem(&state.spot_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size); + state.spot_light_count++; + +#if 0 + if (li->light_ptr->shadow_enabled) { + CameraMatrix bias; + bias.set_light_bias(); + Transform modelview=Transform(camera_transform_inverse * li->transform).inverse(); + li->shadow_projection[0] = bias * li->projection * modelview; + lights_use_shadow=true; + } +#endif + } break; + + } + + + li->last_pass=render_pass; + + //update UBO for forward rendering, blit to texture for clustered + + } + + + + if (state.omni_light_count) { + + glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count*state.ubo_light_size, state.omni_array_tmp); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo); + } + + if (state.spot_light_count) { + + glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count*state.ubo_light_size, state.spot_array_tmp); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo); + } + + + +} + +void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_result,int p_reflection_probe_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_reflection_atlas,Environment *p_env) { + + state.reflection_probe_count=0; + + for(int i=0;i<p_reflection_probe_cull_count;i++) { + + ReflectionProbeInstance *rpi=reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]); + ERR_CONTINUE(!rpi); + + ReflectionAtlas *reflection_atlas=reflection_atlas_owner.getornull(p_reflection_atlas); + ERR_CONTINUE(!reflection_atlas); + + ERR_CONTINUE(rpi->reflection_atlas_index<0); + + + if (state.reflection_probe_count>=state.max_ubo_reflections) + break; + + rpi->last_pass=render_pass; + + + ReflectionProbeDataUBO reflection_ubo; + + reflection_ubo.box_extents[0]=rpi->probe_ptr->extents.x; + reflection_ubo.box_extents[1]=rpi->probe_ptr->extents.y; + reflection_ubo.box_extents[2]=rpi->probe_ptr->extents.z; + reflection_ubo.box_extents[3]=0; + + + + reflection_ubo.box_ofs[0]=rpi->probe_ptr->origin_offset.x; + reflection_ubo.box_ofs[1]=rpi->probe_ptr->origin_offset.y; + reflection_ubo.box_ofs[2]=rpi->probe_ptr->origin_offset.z; + reflection_ubo.box_ofs[3]=0; + + reflection_ubo.params[0]=rpi->probe_ptr->intensity; + reflection_ubo.params[1]=0; + reflection_ubo.params[2]=rpi->probe_ptr->interior?1.0:0.0; + reflection_ubo.params[3]=rpi->probe_ptr->box_projection?1.0:0.0; + + if (rpi->probe_ptr->interior) { + Color ambient_linear = rpi->probe_ptr->interior_ambient.to_linear(); + reflection_ubo.ambient[0]=ambient_linear.r*rpi->probe_ptr->interior_ambient_energy; + reflection_ubo.ambient[1]=ambient_linear.g*rpi->probe_ptr->interior_ambient_energy; + reflection_ubo.ambient[2]=ambient_linear.b*rpi->probe_ptr->interior_ambient_energy; + reflection_ubo.ambient[3]=rpi->probe_ptr->interior_ambient_probe_contrib; + } else { + Color ambient_linear; + float contrib=0; + if (p_env) { + ambient_linear=p_env->ambient_color.to_linear(); + ambient_linear.r*=p_env->ambient_energy; + ambient_linear.g*=p_env->ambient_energy; + ambient_linear.b*=p_env->ambient_energy; + contrib=p_env->ambient_skybox_contribution; + } + + reflection_ubo.ambient[0]=ambient_linear.r; + reflection_ubo.ambient[1]=ambient_linear.g; + reflection_ubo.ambient[2]=ambient_linear.b; + reflection_ubo.ambient[3]=0; + } + + int cell_size = reflection_atlas->size / reflection_atlas->subdiv; + int x = (rpi->reflection_atlas_index % reflection_atlas->subdiv) * cell_size; + int y = (rpi->reflection_atlas_index / reflection_atlas->subdiv) * cell_size; + int width=cell_size; + int height=cell_size; + + reflection_ubo.atlas_clamp[0]=float(x)/reflection_atlas->size; + reflection_ubo.atlas_clamp[1]=float(y)/reflection_atlas->size; + reflection_ubo.atlas_clamp[2]=float(width)/reflection_atlas->size; + reflection_ubo.atlas_clamp[3]=float(height/2)/reflection_atlas->size; + + Transform proj = (p_camera_inverse_transform * rpi->transform).inverse(); + store_transform(proj,reflection_ubo.local_matrix); + + rpi->reflection_index=state.reflection_probe_count; + copymem(&state.reflection_array_tmp[rpi->reflection_index*sizeof(ReflectionProbeDataUBO)],&reflection_ubo,sizeof(ReflectionProbeDataUBO)); + state.reflection_probe_count++; + + } + + + if (state.reflection_probe_count) { + + + glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, state.reflection_probe_count*sizeof(ReflectionProbeDataUBO), state.reflection_array_tmp); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glBindBufferBase(GL_UNIFORM_BUFFER,6,state.reflection_array_ubo); + } + +} + + +void RasterizerSceneGLES3::_copy_screen() { + + glBindVertexArray( storage->resources.quadie_array); + glDrawArrays(GL_TRIANGLE_FAN,0,4); + glBindVertexArray(0); + +} + +void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) { + + //copy to front buffer + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1,1,1,1); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true); + + if (!env) { + //no environment, simply convert from linear to srgb + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true); + } else { + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true); + + } + + storage->shaders.copy.bind(); + + _copy_screen(); + + + //turn off everything used + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false); + + +} + +void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) { + + //copy to front buffer + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1,1,1,1); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,p_texture); + + glViewport(0,0,storage->frame.current_rt->width*0.5,storage->frame.current_rt->height*0.5); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true); + storage->shaders.copy.bind(); + + _copy_screen(); + + //turn off everything used + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false); + + +} + +void RasterizerSceneGLES3::_fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow){ + + current_geometry_index=0; + current_material_index=0; + state.used_sss=false; + + //fill list + + for(int i=0;i<p_cull_count;i++) { + + InstanceBase *inst = p_cull_result[i]; + switch(inst->base_type) { + + case VS::INSTANCE_MESH: { + + RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base); + ERR_CONTINUE(!mesh); + + int ssize = mesh->surfaces.size(); + + for (int i=0;i<ssize;i++) { + + int mat_idx = inst->materials[i].is_valid() ? i : -1; + RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; + _add_geometry(s,inst,NULL,mat_idx,p_shadow); + } + + //mesh->last_pass=frame; + + } break; + case VS::INSTANCE_MULTIMESH: { + + RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(inst->base); + ERR_CONTINUE(!multi_mesh); + + if (multi_mesh->size==0 || multi_mesh->visible_instances==0) + continue; + + RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh); + if (!mesh) + continue; //mesh not assigned + + int ssize = mesh->surfaces.size(); + + for (int i=0;i<ssize;i++) { + + RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; + _add_geometry(s,inst,multi_mesh,-1,p_shadow); + } + + } break; + case VS::INSTANCE_IMMEDIATE: { + + } break; + + } + } +} + + +void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_cam_projection) { + + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + + + if (env->ssao_enabled) { + //copy diffuse to front buffer + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + + + //copy from depth, convert to linear + GLint ss[2]; + ss[0]=storage->frame.current_rt->width; + ss[1]=storage->frame.current_rt->height; + + for(int i=0;i<storage->frame.current_rt->effects.ssao.depth_mipmap_fbos.size();i++) { + + state.ssao_minify_shader.set_conditional(SsaoMinifyShaderGLES3::MINIFY_START,i==0); + state.ssao_minify_shader.bind(); + state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.ssao_minify_shader.set_uniform(SsaoMinifyShaderGLES3::SOURCE_MIPMAP,MAX(0,i-1)); + glUniform2iv(state.ssao_minify_shader.get_uniform(SsaoMinifyShaderGLES3::FROM_SIZE),1,ss); + ss[0]>>=1; + ss[1]>>=1; + + glActiveTexture(GL_TEXTURE0); + if (i==0) { + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + } else { + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth); + } + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first + glViewport(0,0,ss[0],ss[1]); + + _copy_screen(); + + } + ss[0]=storage->frame.current_rt->width; + ss[1]=storage->frame.current_rt->height; + + glViewport(0,0,ss[0],ss[1]); + + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_GREATER); + // do SSAO! + state.ssao_shader.set_conditional(SsaoShaderGLES3::ENABLE_RADIUS2,env->ssao_radius2>0.001); + state.ssao_shader.bind(); + state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + state.ssao_shader.set_uniform(SsaoShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + glUniform2iv(state.ssao_shader.get_uniform(SsaoShaderGLES3::SCREEN_SIZE),1,ss); + float radius = env->ssao_radius; + state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS,radius); + float intensity = env->ssao_intensity; + state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R6,intensity / pow(radius, 6.0f)); + + if (env->ssao_radius2>0.001) { + + float radius2 = env->ssao_radius2; + state.ssao_shader.set_uniform(SsaoShaderGLES3::RADIUS2,radius2); + float intensity2 = env->ssao_intensity2; + state.ssao_shader.set_uniform(SsaoShaderGLES3::INTENSITY_DIV_R62,intensity2 / pow(radius2, 6.0f)); + + } + + float proj_info[4]={ + -2.0f / (ss[0]*p_cam_projection.matrix[0][0]), + -2.0f / (ss[1]*p_cam_projection.matrix[1][1]), + ( 1.0f - p_cam_projection.matrix[0][2]) / p_cam_projection.matrix[0][0], + ( 1.0f + p_cam_projection.matrix[1][2]) / p_cam_projection.matrix[1][1] + }; + + glUniform4fv(state.ssao_shader.get_uniform(SsaoShaderGLES3::PROJ_INFO),1,proj_info); + float pixels_per_meter = float(p_cam_projection.get_pixels_per_meter(ss[0])); + + state.ssao_shader.set_uniform(SsaoShaderGLES3::PROJ_SCALE,pixels_per_meter); + state.ssao_shader.set_uniform(SsaoShaderGLES3::BIAS,env->ssao_bias); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.linear_depth); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[0]); //copy to front first + Color white(1,1,1,1); + glClearBufferfv(GL_COLOR,0,white.components); // specular + + _copy_screen(); + + //do the batm, i mean blur + + state.ssao_blur_shader.bind(); + + if (env->ssao_filter) { + for(int i=0;i<2;i++) { + + state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + GLint axis[2]={i,1-i}; + glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS),1,axis); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[i]); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.ssao.blur_fbo[1-i]); + if (i==0) { + glClearBufferfv(GL_COLOR,0,white.components); // specular + } + _copy_screen(); + + } + } + + glDisable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + + // just copy diffuse while applying SSAO + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::SSAO_COLOR,env->ssao_color); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); //previous level, since mipmaps[0] starts one level bigger + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + _copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE,false); + + } else { + + //copy diffuse to effect buffer + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + + } + + + if (state.used_sss) {//sss enabled + //copy diffuse while performing sss + + //copy normal and roughness to effect buffer + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT3); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT , GL_NEAREST); + + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_LOW); + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_MEDIUM); + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_25_SAMPLES,subsurface_scatter_quality==SSS_QUALITY_HIGH); + state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::ENABLE_FOLLOW_SURFACE,subsurface_scatter_follow_surface); + state.sss_shader.bind(); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::MAX_RADIUS,subsurface_scatter_size); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::FOVY,p_cam_projection.get_fov()); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(1,0)); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first + + _copy_screen(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); + state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR,Vector2(0,1)); + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + _copy_screen(); + + } + + + + if (env->ssr_enabled) { + + //copy normal and roughness to effect buffer + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT2); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT , GL_NEAREST); + + + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + for(int i=0;i<storage->frame.current_rt->effects.mip_maps[1].sizes.size();i++) { + + + int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; + int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; + glViewport(0,0,vp_w,vp_h); + //horizontal pass + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL,true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i)); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); + _copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL,false); + + //vertical pass + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i)); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color); + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger + _copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL,false); + } + + + //perform SSR + + state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL,env->ssr_accel>0 && env->ssr_smooth); + state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS,env->ssr_accel>0 && env->ssr_roughness); + + state.ssr_shader.bind(); + + int ssr_w = storage->frame.current_rt->effects.mip_maps[1].sizes[0].width; + int ssr_h = storage->frame.current_rt->effects.mip_maps[1].sizes[0].height; + + + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PIXEL_SIZE,Vector2(1.0/(ssr_w*0.5),1.0/(ssr_h*0.5))); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::PROJECTION,p_cam_projection); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::INVERSE_PROJECTION,p_cam_projection.inverse()); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::VIEWPORT_SIZE,Size2(ssr_w,ssr_h)); + //state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass)); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS,float(storage->frame.current_rt->effects.mip_maps[0].sizes.size())); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS,env->ssr_max_steps); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION,env->ssr_accel); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE,env->ssr_depth_tolerance); + state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE,env->ssr_fade); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.effect); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo); + glViewport(0,0,ssr_w,ssr_h); + + _copy_screen(); + glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + + } + + + + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT1); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); + //glDrawBuffer(GL_COLOR_ATTACHMENT0); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glReadBuffer(GL_COLOR_ATTACHMENT0); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + + //copy reflection over diffuse, resolving SSR if needed + state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR,env->ssr_enabled); + state.resolve_shader.bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); + if (env->ssr_enabled) { + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color); + } + + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_ONE,GL_ONE); //use additive to accumulate one over the other + + _copy_screen(); + + glDisable(GL_BLEND); //end additive + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY,true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(0)); + + { + GLuint db = GL_COLOR_ATTACHMENT0; + glDrawBuffers(1,&db); + } + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); + + _copy_screen(); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY,false); + + +} + +void RasterizerSceneGLES3::_post_process(Environment *env,const CameraMatrix &p_cam_projection){ + + //copy to front buffer + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1,1,1,1); + + //turn off everything used + + //copy specular to front buffer + //copy diffuse to effect buffer + + + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + + if (!env) { + //no environment, simply return and convert to SRGB + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true); + storage->shaders.copy.bind(); + + _copy_screen(); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false); //compute luminance + + return; + + } + + + //order of operation + //1) DOF Blur (first blur, then copy to buffer applying the blur) + //2) Motion Blur + //3) Bloom + //4) Tonemap + //5) Adjustments + + GLuint composite_from = storage->frame.current_rt->effects.mip_maps[0].color; + + + if (env->dof_blur_far_enabled) { + + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + + int vp_h = storage->frame.current_rt->height; + int vp_w = storage->frame.current_rt->width; + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_far_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH); + + state.effect_blur_shader.bind(); + int qsteps[3]={4,10,20}; + + float radius = (env->dof_blur_far_amount*env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality]; + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_far_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_far_distance+env->dof_blur_far_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,composite_from); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first + + _copy_screen(); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1)); + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + _copy_screen(); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_FAR_BLUR,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false); + + + composite_from=storage->frame.current_rt->effects.mip_maps[0].color; + + } + + if (env->dof_blur_near_enabled) { + + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + + int vp_h = storage->frame.current_rt->height; + int vp_w = storage->frame.current_rt->width; + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,true); + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,env->dof_blur_near_quality==VS::ENV_DOF_BLUR_QUALITY_HIGH); + + state.effect_blur_shader.bind(); + int qsteps[3]={4,10,20}; + + float radius = (env->dof_blur_near_amount*env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality]; + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(1,0)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->depth); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,composite_from); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); //copy to front first + + _copy_screen(); + //manually do the blend if this is the first operation resolving from the diffuse buffer + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,composite_from == storage->frame.current_rt->buffers.diffuse); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false); + state.effect_blur_shader.bind(); + + + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_BEGIN,env->dof_blur_near_distance); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_END,env->dof_blur_near_distance-env->dof_blur_near_transition); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_DIR,Vector2(0,1)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::DOF_RADIUS,radius); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_NEAR,p_cam_projection.get_z_near()); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::CAMERA_Z_FAR,p_cam_projection.get_z_far()); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->color); + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level + + if (composite_from != storage->frame.current_rt->buffers.diffuse) { + + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + } else { + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse); + + } + + _copy_screen(); + + if (composite_from != storage->frame.current_rt->buffers.diffuse) { + + glDisable(GL_BLEND); + } + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_FIRST_TAP,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_NEAR_BLUR_MERGE,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_LOW,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_MEDIUM,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::DOF_QUALITY_HIGH,false); + + + composite_from=storage->frame.current_rt->effects.mip_maps[0].color; + + } + + if ( env->auto_exposure) { + + //compute auto exposure + //first step, copy from image to luminance buffer + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,true); + state.exposure_shader.bind(); + int ss[2]={ + storage->frame.current_rt->width, + storage->frame.current_rt->height, + }; + int ds[2]={ + exposure_shrink_size, + exposure_shrink_size, + }; + + glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE),1,ss); + glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE),1,ds); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse); + + + glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[0].fbo); + glViewport(0,0,exposure_shrink_size,exposure_shrink_size); + + _copy_screen(); + + + + + + //second step, shrink to 2x2 pixels + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,false); + state.exposure_shader.bind(); + //shrink from second to previous to last level + + int s_size=exposure_shrink_size/3; + for(int i=1;i<exposure_shrink.size()-1;i++) { + + glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[i].fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,exposure_shrink[i-1].color); + + _copy_screen(); + + glViewport(0,0,s_size,s_size); + + s_size/=3; + + } + //third step, shrink to 1x1 pixel taking in consideration the previous exposure + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,true); + + uint64_t tick = OS::get_singleton()->get_ticks_usec(); + uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick==0?0:tick-storage->frame.current_rt->last_exposure_tick; + storage->frame.current_rt->last_exposure_tick=tick; + + if (tick_diff==0 || tick_diff>1000000) { + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,true); + + } + + state.exposure_shader.bind(); + + glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[exposure_shrink.size()-1].fbo); + glViewport(0,0,1,1); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,exposure_shrink[exposure_shrink.size()-2].color); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); //read from previous + + + state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST,env->auto_exposure_speed*(tick_diff/1000000.0)); + state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE,env->auto_exposure_max); + state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE,env->auto_exposure_min); + + _copy_screen(); + + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,false); + state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,false); + + //last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer + SWAP(exposure_shrink[exposure_shrink.size()-1].fbo,storage->frame.current_rt->exposure.fbo); + SWAP(exposure_shrink[exposure_shrink.size()-1].color,storage->frame.current_rt->exposure.color); + + + glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + + } + + + int max_glow_level=-1; + int glow_mask=0; + + + if (env->glow_enabled) { + + + for(int i=0;i<VS::MAX_GLOW_LEVELS;i++) { + if (env->glow_levels&(1<<i)) { + + if (i>=storage->frame.current_rt->effects.mip_maps[1].sizes.size()) { + max_glow_level=storage->frame.current_rt->effects.mip_maps[1].sizes.size()-1; + glow_mask|=1<<max_glow_level; + + } else { + max_glow_level=i; + glow_mask|=(1<<i); + } + + } + } + + + //blur diffuse into effect mipmaps using separatable convolution + //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); + + for(int i=0;i<(max_glow_level+1);i++) { + + + int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; + int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; + glViewport(0,0,vp_w,vp_h); + //horizontal pass + if (i==0) { + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,true); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,env->auto_exposure); + } + + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH,env->glow_strength); + + glActiveTexture(GL_TEXTURE0); + if (i==0) { + glBindTexture(GL_TEXTURE_2D,composite_from); + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::EXPOSURE,env->tone_mapper_exposure); + if (env->auto_exposure) { + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey); + } + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); + + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_BLOOM,env->glow_bloom); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_TRESHOLD,env->glow_hdr_bleed_treshold); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_HDR_SCALE,env->glow_hdr_bleed_scale); + + } else { + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger + } + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); + _copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS,false); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE,false); + + //vertical pass + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,true); + state.effect_blur_shader.bind(); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE,Vector2(1.0/vp_w,1.0/vp_h)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD,float(i)); + state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH,env->glow_strength); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[1].color); + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->effects.mip_maps[0].sizes[i+1].fbo); //next level, since mipmaps[0] starts one level bigger + _copy_screen(); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_VERTICAL,false); + } + + glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + + } + + + + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,composite_from); + + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_FILMIC); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_ACES); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_REINHARDT); + + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,env->auto_exposure); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,env->glow_bicubic_upscale); + + + + if (max_glow_level>=0) { + + + for(int i=0;i<(max_glow_level+1);i++) { + + if (glow_mask&(1<<i)) { + if (i==0) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,true); + } + if (i==1) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,true); + } + if (i==2) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,true); + } + if (i==3) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,true); + } + if (i==4) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,true); + } + if (i==5) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,true); + } + if (i==6) { + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,true); + } + } + } + + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SCREEN); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,env->glow_blend_mode==VS::GLOW_BLEND_MODE_SOFTLIGHT); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,env->glow_blend_mode==VS::GLOW_BLEND_MODE_REPLACE); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->effects.mip_maps[0].color); + + } + + state.tonemap_shader.bind(); + + state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE,env->tone_mapper_exposure); + state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE,env->tone_mapper_exposure_white); + + if (max_glow_level>=0) { + + state.tonemap_shader.set_uniform(TonemapShaderGLES3::GLOW_INTENSITY,env->glow_intensity); + int ss[2]={ + storage->frame.current_rt->width, + storage->frame.current_rt->height, + }; + glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES3::GLOW_TEXTURE_SIZE),1,ss); + + } + + if (env->auto_exposure) { + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); + state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey); + + } + + + + _copy_screen(); + + //turn off everything used + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL1,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL2,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL3,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL4,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL5,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL6,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_LEVEL7,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_REPLACE,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT,false); + state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC,false); + +} + +void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass){ + + //first of all, make a new render pass + render_pass++; + + + //fill up ubo + + Environment *env = environment_owner.getornull(p_environment); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); + + if (shadow_atlas && shadow_atlas->size) { + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-3); + glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + state.ubo_data.shadow_atlas_pixel_size[0]=1.0/shadow_atlas->size; + state.ubo_data.shadow_atlas_pixel_size[1]=1.0/shadow_atlas->size; + } + + + if (reflection_atlas && reflection_atlas->size) { + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-5); + glBindTexture(GL_TEXTURE_2D,reflection_atlas->color); + } + + if (p_reflection_probe.is_valid()) { + state.ubo_data.reflection_multiplier=0.0; + } else { + state.ubo_data.reflection_multiplier=1.0; + } + + state.ubo_data.subsurface_scatter_width=subsurface_scatter_size; + + + state.ubo_data.shadow_z_offset=0; + state.ubo_data.shadow_slope_scale=0; + state.ubo_data.shadow_dual_paraboloid_render_side=0; + state.ubo_data.shadow_dual_paraboloid_render_zfar=0; + + _setup_environment(env,p_cam_projection,p_cam_transform); + + bool fb_cleared=false; + + glDepthFunc(GL_LEQUAL); + + + if (storage->frame.current_rt && true) { + //pre z pass + + + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); + glDrawBuffers(0,NULL); + + glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + + glColorMask(0,0,0,0); + + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + + + render_list.clear(); + _fill_render_list(p_cull_result,p_cull_count,true); + render_list.sort_by_depth(false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true); + _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,0,false,false,true,false,false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false); + + glColorMask(1,1,1,1); + + fb_cleared=true; + render_pass++; + } + + + _setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_shadow_atlas); + _setup_reflections(p_reflection_probe_cull_result,p_reflection_probe_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_reflection_atlas,env); + + render_list.clear(); + + + bool use_mrt=false; + + + _fill_render_list(p_cull_result,p_cull_count,false); + // + + + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + + //rendering to a probe cubemap side + ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe); + GLuint current_fbo; + + + + if (probe) { + + ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas); + ERR_FAIL_COND(!ref_atlas); + + int target_size=ref_atlas->size/ref_atlas->subdiv; + + int cubemap_index=reflection_cubemaps.size()-1; + + for(int i=reflection_cubemaps.size()-1;i>=0;i--) { + //find appropriate cubemap to render to + if (reflection_cubemaps[i].size>target_size*2) + break; + + cubemap_index=i; + } + + current_fbo=reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass]; + use_mrt=false; + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false); + + glViewport(0,0,reflection_cubemaps[cubemap_index].size,reflection_cubemaps[cubemap_index].size); + glBindFramebuffer(GL_FRAMEBUFFER,current_fbo); + + } else { + + use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled + + glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + + if (use_mrt) { + + current_fbo=storage->frame.current_rt->buffers.fbo; + + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,true); + + + Vector<GLenum> draw_buffers; + draw_buffers.push_back(GL_COLOR_ATTACHMENT0); + draw_buffers.push_back(GL_COLOR_ATTACHMENT1); + draw_buffers.push_back(GL_COLOR_ATTACHMENT2); + if (state.used_sss) { + draw_buffers.push_back(GL_COLOR_ATTACHMENT3); + } + glDrawBuffers(draw_buffers.size(),draw_buffers.ptr()); + + Color black(0,0,0,0); + glClearBufferfv(GL_COLOR,1,black.components); // specular + glClearBufferfv(GL_COLOR,2,black.components); // normal metal rough + if (state.used_sss) { + glClearBufferfv(GL_COLOR,3,black.components); // normal metal rough + } + + } else { + + + + current_fbo = storage->frame.current_rt->buffers.fbo; + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false); + + Vector<GLenum> draw_buffers; + draw_buffers.push_back(GL_COLOR_ATTACHMENT0); + glDrawBuffers(draw_buffers.size(),draw_buffers.ptr()); + + } + } + + if (!fb_cleared) { + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + } + + Color clear_color(0,0,0,0); + + RasterizerStorageGLES3::SkyBox *skybox=NULL; + GLuint env_radiance_tex=0; + + if (!env || env->bg_mode==VS::ENV_BG_CLEAR_COLOR) { + + if (storage->frame.clear_request) { + + clear_color = storage->frame.clear_request_color.to_linear(); + storage->frame.clear_request=false; + + } + + } else if (env->bg_mode==VS::ENV_BG_COLOR) { + + clear_color = env->bg_color.to_linear(); + storage->frame.clear_request=false; + } else if (env->bg_mode==VS::ENV_BG_SKYBOX) { + + skybox = storage->skybox_owner.getornull(env->skybox); + + if (skybox) { + env_radiance_tex=skybox->radiance; + } + storage->frame.clear_request=false; + + } else { + storage->frame.clear_request=false; + } + + glClearBufferfv(GL_COLOR,0,clear_color.components); // specular + + + state.texscreen_copied=false; + + glBlendEquation(GL_FUNC_ADD); + + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + glDisable(GL_BLEND); + + render_list.sort_by_key(false); + + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + + + + if (state.directional_light_count==0) { + directional_light=NULL; + _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,false,shadow_atlas!=NULL); + } else { + for(int i=0;i<state.directional_light_count;i++) { + directional_light=directional_lights[i]; + if (i>0) { + glEnable(GL_BLEND); + } + _setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL); + _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,i>0,shadow_atlas!=NULL); + + } + } + + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false); + + if (use_mrt) { + GLenum gldb = GL_COLOR_ATTACHMENT0; + glDrawBuffers(1,&gldb); + } + + if (env && env->bg_mode==VS::ENV_BG_SKYBOX) { + + //if (use_mrt) { + // glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for skybox, only diffuse/ambient matters + // + + _draw_skybox(skybox,p_cam_projection,p_cam_transform,storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP],env->skybox_scale); + } + + + + + + //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); + //glColorMask(1,1,1,1); + +// state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false); + + + if (use_mrt) { + _render_mrts(env,p_cam_projection); + } + + glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + + render_list.sort_by_depth(true); + + if (state.directional_light_count==0) { + directional_light=NULL; + _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,false,shadow_atlas!=NULL); + } else { + for(int i=0;i<state.directional_light_count;i++) { + directional_light=directional_lights[i]; + _setup_directional_light(i,p_cam_transform.affine_inverse(),shadow_atlas!=NULL); + _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false,i>0,shadow_atlas!=NULL); + + } + } + + if (probe) { + //rendering a probe, do no more! + return; + } + + + _post_process(env,p_cam_projection); + + + if (false && shadow_atlas) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); + + } + + if (false && storage->frame.current_rt) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,exposure_shrink[4].color); +// glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); + storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/16,storage->frame.current_rt->height/16),Rect2(0,0,1,1)); + + } + + if (false && reflection_atlas && storage->frame.current_rt) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,reflection_atlas->color); + storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); + + } + + if (false && directional_shadow.fbo) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); + + } + + if (false && env_radiance_tex) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,env_radiance_tex); + storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); + + } + + +#if 0 + if (use_fb) { + + + + for(int i=0;i<VS::ARRAY_MAX;i++) { + glDisableVertexAttribArray(i); + } + glBindBuffer(GL_ARRAY_BUFFER,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glDisable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_SCISSOR_TEST); + glDepthMask(false); + + if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { + + int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER]; + switch(hdr_tm) { + case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: { + + + } break; + case VS::ENV_FX_HDR_TONE_MAPPER_LOG: { + copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true); + + } break; + case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: { + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); + } break; + case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: { + + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true); + } break; + } + + + _process_hdr(); + } + if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { + _process_glow_bloom(); + int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]; + if (glow_transfer_mode==1) + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true); + if (glow_transfer_mode==2) + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true); + } + + glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); + + Size2 size; + if (current_rt) { + glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo); + glViewport( 0,0,viewport.width,viewport.height); + size=Size2(viewport.width,viewport.height); + } else { + glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); + glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); + size=Size2(viewport.width,viewport.height); + } + + //time to copy!!! + copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]); + copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); + copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]); + + copy_shader.bind(); + //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); + + if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color ); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1); + + } + + if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) { + + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, current_vd->lum_color ); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2); + copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE])); + copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE])); + + } + + if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]) + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y)); + + + if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) { + + Vector3 bcs; + bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]; + bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]; + bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]; + copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs); + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, framebuffer.color ); + glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0); + + _copy_screen_quad(); + + copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false); + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false); + + + if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) { + _debug_luminances(); + } + } + + current_env=NULL; + current_debug=VS::SCENARIO_DEBUG_DISABLED; + if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) { + _debug_shadows(); + } +// _debug_luminances(); +// _debug_samplers(); + + if (using_canvas_bg) { + using_canvas_bg=false; + glColorMask(1,1,1,1); //don't touch alpha + } +#endif +} + +void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count) { + + render_pass++; + + directional_light=NULL; + + LightInstance *light_instance = light_instance_owner.getornull(p_light); + ERR_FAIL_COND(!light_instance); + RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light); + ERR_FAIL_COND(!light); + + uint32_t x,y,width,height,vp_height; + + + float dp_direction=0.0; + float zfar=0; + bool flip_facing=false; + int custom_vp_size=0; + GLuint fbo; + int current_cubemap=-1; + float bias=0; + float normal_bias=0; + + CameraMatrix light_projection; + Transform light_transform; + + + if (light->type==VS::LIGHT_DIRECTIONAL) { + //set pssm stuff + if (light_instance->last_scene_shadow_pass!=scene_pass) { + //assign rect if unassigned + light_instance->light_directional_index = directional_shadow.current_light; + light_instance->last_scene_shadow_pass=scene_pass; + directional_shadow.current_light++; + + if (directional_shadow.light_count==1) { + light_instance->directional_rect=Rect2(0,0,directional_shadow.size,directional_shadow.size); + } else if (directional_shadow.light_count==2) { + light_instance->directional_rect=Rect2(0,0,directional_shadow.size,directional_shadow.size/2); + if (light_instance->light_directional_index==1) { + light_instance->directional_rect.pos.x+=light_instance->directional_rect.size.x; + } + } else { //3 and 4 + light_instance->directional_rect=Rect2(0,0,directional_shadow.size/2,directional_shadow.size/2); + if (light_instance->light_directional_index&1) { + light_instance->directional_rect.pos.x+=light_instance->directional_rect.size.x; + } + if (light_instance->light_directional_index/2) { + light_instance->directional_rect.pos.y+=light_instance->directional_rect.size.y; + } + } + } + + light_projection=light_instance->shadow_transform[p_pass].camera; + light_transform=light_instance->shadow_transform[p_pass].transform; + + x=light_instance->directional_rect.pos.x; + y=light_instance->directional_rect.pos.y; + width=light_instance->directional_rect.size.x; + height=light_instance->directional_rect.size.y; + + + + if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + + + width/=2; + height/=2; + + if (p_pass==0) { + + } else if (p_pass==1) { + x+=width; + } else if (p_pass==2) { + y+=height; + } else if (p_pass==3) { + x+=width; + y+=height; + + } + + + + } else if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + + height/=2; + + if (p_pass==0) { + + } else { + y+=height; + } + + } + + zfar=light->param[VS::LIGHT_PARAM_RANGE]; + bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; + normal_bias=light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; + fbo=directional_shadow.fbo; + vp_height=directional_shadow.size; + + } else { + //set from shadow atlas + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + ERR_FAIL_COND(!shadow_atlas); + ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); + + fbo=shadow_atlas->fbo; + vp_height=shadow_atlas->size; + + uint32_t key = shadow_atlas->shadow_owners[p_light]; + + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; + + ERR_FAIL_INDEX(shadow,shadow_atlas->quadrants[quadrant].shadows.size()); + + uint32_t quadrant_size = shadow_atlas->size>>1; + + x=(quadrant&1)*quadrant_size; + y=(quadrant>>1)*quadrant_size; + + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + x+=(shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y+=(shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + + width=shadow_size; + height=shadow_size; + + if (light->type==VS::LIGHT_OMNI) { + + + if (light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE) { + + int cubemap_index=shadow_cubemaps.size()-1; + + for(int i=shadow_cubemaps.size()-1;i>=0;i--) { + //find appropriate cubemap to render to + if (shadow_cubemaps[i].size>shadow_size*2) + break; + + cubemap_index=i; + } + + fbo=shadow_cubemaps[cubemap_index].fbo_id[p_pass]; + light_projection=light_instance->shadow_transform[0].camera; + light_transform=light_instance->shadow_transform[0].transform; + custom_vp_size=shadow_cubemaps[cubemap_index].size; + zfar=light->param[VS::LIGHT_PARAM_RANGE]; + + current_cubemap=cubemap_index; + + + } else { + + light_projection=light_instance->shadow_transform[0].camera; + light_transform=light_instance->shadow_transform[0].transform; + + if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + + height/=2; + y+=p_pass*height; + } else { + width/=2; + x+=p_pass*width; + + } + + dp_direction = p_pass==0?1.0:-1.0; + flip_facing = (p_pass == 1); + zfar=light->param[VS::LIGHT_PARAM_RANGE]; + bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; + + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,true); + } + + } else if (light->type==VS::LIGHT_SPOT) { + + light_projection=light_instance->shadow_transform[0].camera; + light_transform=light_instance->shadow_transform[0].transform; + + dp_direction = 1.0; + flip_facing = false; + zfar=light->param[VS::LIGHT_PARAM_RANGE]; + bias=light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; + normal_bias=light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; + } + + } + + //todo hacer que se redibuje cuando corresponde + + + render_list.clear(); + _fill_render_list(p_cull_result,p_cull_count,true); + + render_list.sort_by_depth(false); //shadow is front to back for performance + + glDepthMask(true); + glColorMask(1,1,1,1); + glDisable(GL_BLEND); + glDisable(GL_DITHER); + glEnable(GL_DEPTH_TEST); + glBindFramebuffer(GL_FRAMEBUFFER,fbo); + + if (custom_vp_size) { + glViewport(0,0,custom_vp_size,custom_vp_size); + glScissor(0,0,custom_vp_size,custom_vp_size); + + + } else { + glViewport(x,y,width,height); + glScissor(x,y,width,height); + } + + glEnable(GL_SCISSOR_TEST); + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + glDisable(GL_SCISSOR_TEST); + + state.ubo_data.shadow_z_offset=bias; + state.ubo_data.shadow_slope_scale=normal_bias; + state.ubo_data.shadow_dual_paraboloid_render_side=dp_direction; + state.ubo_data.shadow_dual_paraboloid_render_zfar=zfar; + + _setup_environment(NULL,light_projection,light_transform); + + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true); + + _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,!flip_facing,false,true,false,false); + + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,false); + + + if (light->type==VS::LIGHT_OMNI && light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE && p_pass==5) { + //convert the chosen cubemap to dual paraboloid! + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + + glBindFramebuffer(GL_FRAMEBUFFER,shadow_atlas->fbo); + state.cube_to_dp_shader.bind(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP,shadow_cubemaps[current_cubemap].cubemap); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE); + glDisable(GL_CULL_FACE); + + for(int i=0;i<2;i++) { + + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FLIP,i==1); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_NEAR,light_projection.get_z_near()); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FAR,light_projection.get_z_far()); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::BIAS,light->param[VS::LIGHT_PARAM_SHADOW_BIAS]); + + uint32_t local_width=width,local_height=height; + uint32_t local_x=x,local_y=y; + if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + + local_height/=2; + local_y+=i*local_height; + } else { + local_width/=2; + local_x+=i*local_width; + } + + glViewport(local_x,local_y,local_width,local_height); + glScissor(local_x,local_y,local_width,local_height); + glEnable(GL_SCISSOR_TEST); + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + glDisable(GL_SCISSOR_TEST); + //glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + + _copy_screen(); + + } + + } + + glColorMask(1,1,1,1); + + +} + +void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) { + scene_pass=p_pass; +} + +bool RasterizerSceneGLES3::free(RID p_rid) { + + if (light_instance_owner.owns(p_rid)) { + + + LightInstance *light_instance = light_instance_owner.getptr(p_rid); + + //remove from shadow atlases.. + for(Set<RID>::Element *E=light_instance->shadow_atlases.front();E;E=E->next()) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get()); + ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); + uint32_t key = shadow_atlas->shadow_owners[p_rid]; + uint32_t q = (key>>ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t s = key&ShadowAtlas::SHADOW_INDEX_MASK; + + shadow_atlas->quadrants[q].shadows[s].owner=RID(); + shadow_atlas->shadow_owners.erase(p_rid); + } + + + light_instance_owner.free(p_rid); + memdelete(light_instance); + + } else if (shadow_atlas_owner.owns(p_rid)) { + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid); + shadow_atlas_set_size(p_rid,0); + shadow_atlas_owner.free(p_rid); + memdelete(shadow_atlas); + } else if (reflection_atlas_owner.owns(p_rid)) { + + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.get(p_rid); + reflection_atlas_set_size(p_rid,0); + reflection_atlas_owner.free(p_rid); + memdelete(reflection_atlas); + } else if (reflection_probe_instance_owner.owns(p_rid)) { + + ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid); + + reflection_probe_release_atlas_index(p_rid); + reflection_probe_instance_owner.free(p_rid); + memdelete(reflection_instance); + + } else { + return false; + } + + + return true; + +} + +// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html +static _FORCE_INLINE_ float radicalInverse_VdC(uint32_t bits) { + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10f; // / 0x100000000 +} + +static _FORCE_INLINE_ Vector2 Hammersley(uint32_t i, uint32_t N) { + return Vector2(float(i) / float(N), radicalInverse_VdC(i)); +} + +static _FORCE_INLINE_ Vector3 ImportanceSampleGGX(Vector2 Xi, float Roughness, Vector3 N) { + float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] + + // Compute distribution direction + float Phi = 2.0f * Math_PI * Xi.x; + float CosTheta = Math::sqrt((1.0f - Xi.y) / (1.0f + (a*a - 1.0f) * Xi.y)); + float SinTheta = Math::sqrt((float)Math::abs(1.0f - CosTheta * CosTheta)); + + // Convert to spherical direction + Vector3 H; + H.x = SinTheta * Math::cos(Phi); + H.y = SinTheta * Math::sin(Phi); + H.z = CosTheta; + + Vector3 UpVector = Math::abs(N.z) < 0.999 ? Vector3(0.0, 0.0, 1.0) : Vector3(1.0, 0.0, 0.0); + Vector3 TangentX = UpVector.cross(N); + TangentX.normalize(); + Vector3 TangentY = N.cross(TangentX); + + // Tangent to world space + return TangentX * H.x + TangentY * H.y + N * H.z; +} + +static _FORCE_INLINE_ float GGX(float NdotV, float a) { + float k = a / 2.0; + return NdotV / (NdotV * (1.0 - k) + k); +} + +// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +float _FORCE_INLINE_ G_Smith(float a, float nDotV, float nDotL) +{ + return GGX(nDotL, a * a) * GGX(nDotV, a * a); +} + +void RasterizerSceneGLES3::_generate_brdf() { + + int brdf_size=GLOBAL_DEF("rendering/gles3/brdf_texture_size",64); + + + + DVector<uint8_t> brdf; + brdf.resize(brdf_size*brdf_size*2); + + DVector<uint8_t>::Write w = brdf.write(); + + + for(int i=0;i<brdf_size;i++) { + for(int j=0;j<brdf_size;j++) { + + float Roughness = float(j)/(brdf_size-1); + float NoV = float(i+1)/(brdf_size); //avoid storing nov0 + + Vector3 V; + V.x = Math::sqrt( 1.0 - NoV * NoV ); + V.y = 0.0; + V.z = NoV; + + Vector3 N = Vector3(0.0, 0.0, 1.0); + + float A = 0; + float B = 0; + + for(int s=0;s<512;s++) { + + + Vector2 xi = Hammersley(s,512); + Vector3 H = ImportanceSampleGGX( xi, Roughness, N ); + Vector3 L = 2.0 * V.dot(H) * H - V; + + float NoL = CLAMP( L.z, 0.0, 1.0 ); + float NoH = CLAMP( H.z, 0.0, 1.0 ); + float VoH = CLAMP( V.dot(H), 0.0, 1.0 ); + + if ( NoL > 0.0 ) { + float G = G_Smith( Roughness, NoV, NoL ); + float G_Vis = G * VoH / (NoH * NoV); + float Fc = pow(1.0 - VoH, 5.0); + + A += (1.0 - Fc) * G_Vis; + B += Fc * G_Vis; + } + } + + A/=512.0; + B/=512.0; + + int tofs = ((brdf_size-j-1)*brdf_size+i)*2; + w[tofs+0]=CLAMP(A*255,0,255); + w[tofs+1]=CLAMP(B*255,0,255); + } + } + + + //set up brdf texture + + + glGenTextures(1, &state.brdf_texture); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,state.brdf_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, brdf_size, brdf_size, 0, GL_RG, GL_UNSIGNED_BYTE,w.ptr()); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glBindTexture(GL_TEXTURE_2D,0); + +} + +void RasterizerSceneGLES3::initialize() { + + + render_pass=0; + + state.scene_shader.init(); + + default_shader = storage->shader_create(VS::SHADER_SPATIAL); + default_material = storage->material_create(); + storage->material_set_shader(default_material,default_shader); + + default_shader_twosided = storage->shader_create(VS::SHADER_SPATIAL); + default_material_twosided = storage->material_create(); + storage->shader_set_code(default_shader_twosided,"render_mode cull_disabled;\n"); + storage->material_set_shader(default_material_twosided,default_shader_twosided); + + + glGenBuffers(1, &state.scene_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); + glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &state.env_radiance_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); + glBufferData(GL_UNIFORM_BUFFER, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_ubo, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + + render_list.max_elements=GLOBAL_DEF("rendering/gles3/max_renderable_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS); + if (render_list.max_elements>1000000) + render_list.max_elements=1000000; + if (render_list.max_elements<1024) + render_list.max_elements=1024; + + + + { + //quad buffers + + glGenBuffers(1,&state.skybox_verts); + glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); + glBufferData(GL_ARRAY_BUFFER,sizeof(Vector3)*8,NULL,GL_DYNAMIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + + glGenVertexArrays(1,&state.skybox_array); + glBindVertexArray(state.skybox_array); + glBindBuffer(GL_ARRAY_BUFFER,state.skybox_verts); + glVertexAttribPointer(VS::ARRAY_VERTEX,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,0); + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_TEX_UV,3,GL_FLOAT,GL_FALSE,sizeof(Vector3)*2,((uint8_t*)NULL)+sizeof(Vector3)); + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + } + render_list.init(); + state.cube_to_dp_shader.init(); + _generate_brdf(); + + shadow_atlas_realloc_tolerance_msec=500; + + + + + + int max_shadow_cubemap_sampler_size=512; + + int cube_size = max_shadow_cubemap_sampler_size; + + glActiveTexture(GL_TEXTURE0); + + while(cube_size>=32) { + + ShadowCubeMap cube; + cube.size=cube_size; + + glGenTextures(1,&cube.cubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP,cube.cubemap); + //gen cubemap first + for(int i=0;i<6;i++) { + + glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + } + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + // Remove artifact on the edges of the shadowmap + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + //gen renderbuffers second, because it needs a complete cubemap + for(int i=0;i<6;i++) { + + glGenFramebuffers(1, &cube.fbo_id[i]); + glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,_cube_side_enum[i], cube.cubemap, 0); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); + } + + shadow_cubemaps.push_back(cube); + + cube_size>>=1; + } + + { + //directional light shadow + directional_shadow.light_count=0; + directional_shadow.size=nearest_power_of_2(GLOBAL_DEF("renderer/directional_shadow_size",2048)); + glGenFramebuffers(1,&directional_shadow.fbo); + glBindFramebuffer(GL_FRAMEBUFFER,directional_shadow.fbo); + glGenTextures(1,&directional_shadow.depth); + glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, directional_shadow.depth, 0); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status!=GL_FRAMEBUFFER_COMPLETE) { + ERR_PRINT("Directional shadow framebuffer status invalid"); + } + } + + { + //spot and omni ubos + + int max_ubo_size; + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,&max_ubo_size); + const int ubo_light_size=160; + state.ubo_light_size=ubo_light_size; + state.max_ubo_lights=MIN(RenderList::MAX_LIGHTS,max_ubo_size/ubo_light_size); + print_line("max ubo light: "+itos(state.max_ubo_lights)); + + state.spot_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights); + state.omni_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights); + + + glGenBuffers(1, &state.spot_array_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); + glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &state.omni_array_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); + glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &state.directional_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); + glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + state.max_forward_lights_per_object=8; + + + state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS "+itos(state.max_ubo_lights)+"\n"); + state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS "+itos(state.max_forward_lights_per_object)+"\n"); + + state.max_ubo_reflections=MIN(RenderList::MAX_REFLECTIONS,max_ubo_size/sizeof(ReflectionProbeDataUBO)); + print_line("max ubo reflections: "+itos(state.max_ubo_reflections)+" ubo size: "+itos(sizeof(ReflectionProbeDataUBO))); + + state.reflection_array_tmp = (uint8_t*)memalloc(sizeof(ReflectionProbeDataUBO)*state.max_ubo_reflections); + + glGenBuffers(1, &state.reflection_array_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.reflection_array_ubo); + glBufferData(GL_UNIFORM_BUFFER, sizeof(ReflectionProbeDataUBO)*state.max_ubo_reflections, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS "+itos(state.max_ubo_reflections)+"\n"); + + state.max_skeleton_bones=MIN(2048,max_ubo_size/(12*sizeof(float))); + state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES "+itos(state.max_skeleton_bones)+"\n"); + + + } + + GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1); + Globals::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13")); + shadow_filter_mode=SHADOW_FILTER_NEAREST; + + { //reflection cubemaps + int max_reflection_cubemap_sampler_size=512; + + int cube_size = max_reflection_cubemap_sampler_size; + + glActiveTexture(GL_TEXTURE0); + + bool use_float=true; + + GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; + + while(cube_size>=32) { + + ReflectionCubeMap cube; + cube.size=cube_size; + + glGenTextures(1,&cube.depth); + glBindTexture(GL_TEXTURE_2D,cube.depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + + glGenTextures(1,&cube.cubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP,cube.cubemap); + //gen cubemap first + for(int i=0;i<6;i++) { + + glTexImage2D(_cube_side_enum[i], 0, internal_format, cube.size, cube.size, 0, format, type, NULL); + } + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + // Remove artifact on the edges of the reflectionmap + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + //gen renderbuffers second, because it needs a complete cubemap + for(int i=0;i<6;i++) { + + glGenFramebuffers(1, &cube.fbo_id[i]); + glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,_cube_side_enum[i], cube.cubemap, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, cube.depth, 0); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); + } + + reflection_cubemaps.push_back(cube); + + cube_size>>=1; + } + } + + { + + + uint32_t immediate_buffer_size=GLOBAL_DEF("rendering/gles3/immediate_buffer_size_kb",2048); + + glGenBuffers(1, &state.immediate_buffer); + glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer); + glBufferData(GL_ARRAY_BUFFER, immediate_buffer_size*1024, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + glGenVertexArrays(1,&state.immediate_array); + + + + } + +#ifdef GLES_OVER_GL +//"desktop" opengl needs this. + glEnable(GL_PROGRAM_POINT_SIZE); + +#endif + + state.resolve_shader.init(); + state.ssr_shader.init(); + state.effect_blur_shader.init(); + state.sss_shader.init(); + state.ssao_minify_shader.init(); + state.ssao_shader.init(); + state.ssao_blur_shader.init(); + state.exposure_shader.init(); + state.tonemap_shader.init(); + + + { + GLOBAL_DEF("rendering/gles3/subsurface_scattering/quality",1); + Globals::get_singleton()->set_custom_property_info("rendering/gles3/subsurface_scattering/quality",PropertyInfo(Variant::INT,"rendering/gles3/subsurface_scattering/quality",PROPERTY_HINT_ENUM,"Low,Medium,High")); + GLOBAL_DEF("rendering/gles3/subsurface_scattering/max_size",1.0); + Globals::get_singleton()->set_custom_property_info("rendering/gles3/subsurface_scattering/max_size",PropertyInfo(Variant::INT,"rendering/gles3/subsurface_scattering/max_size",PROPERTY_HINT_RANGE,"0.01,8,0.01")); + GLOBAL_DEF("rendering/gles3/subsurface_scattering/follow_surface",false); + + GLOBAL_DEF("rendering/gles3/high_quality_vct_gi",true); + + + } + + exposure_shrink_size=243; + int max_exposure_shrink_size=exposure_shrink_size; + + while(max_exposure_shrink_size>0) { + + RasterizerStorageGLES3::RenderTarget::Exposure e; + + glGenFramebuffers(1, &e.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, e.fbo); + + glGenTextures(1, &e.color); + glBindTexture(GL_TEXTURE_2D, e.color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + exposure_shrink.push_back(e); + max_exposure_shrink_size/=3; + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); + + + } + +} + +void RasterizerSceneGLES3::iteration() { + + shadow_filter_mode=ShadowFilterMode(int(Globals::get_singleton()->get("rendering/gles3/shadow_filter_mode"))); + subsurface_scatter_follow_surface=Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/follow_surface"); + subsurface_scatter_quality=SubSurfaceScatterQuality(int(Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/quality"))); + subsurface_scatter_size=Globals::get_singleton()->get("rendering/gles3/subsurface_scattering/max_size"); + + + state.scene_shader.set_conditional(SceneShaderGLES3::VCT_QUALITY_HIGH,Globals::get_singleton()->get("rendering/gles3/high_quality_vct_gi")); +} + +void RasterizerSceneGLES3::finalize(){ + + +} + + +RasterizerSceneGLES3::RasterizerSceneGLES3() +{ + +} diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h new file mode 100644 index 0000000000..7838345e59 --- /dev/null +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -0,0 +1,733 @@ +#ifndef RASTERIZERSCENEGLES3_H +#define RASTERIZERSCENEGLES3_H + +#include "rasterizer_storage_gles3.h" +#include "drivers/gles3/shaders/scene.glsl.h" +#include "drivers/gles3/shaders/cube_to_dp.glsl.h" +#include "drivers/gles3/shaders/resolve.glsl.h" +#include "drivers/gles3/shaders/screen_space_reflection.glsl.h" +#include "drivers/gles3/shaders/effect_blur.glsl.h" +#include "drivers/gles3/shaders/subsurf_scattering.glsl.h" +#include "drivers/gles3/shaders/ssao_minify.glsl.h" +#include "drivers/gles3/shaders/ssao.glsl.h" +#include "drivers/gles3/shaders/ssao_blur.glsl.h" +#include "drivers/gles3/shaders/exposure.glsl.h" +#include "drivers/gles3/shaders/tonemap.glsl.h" + +class RasterizerSceneGLES3 : public RasterizerScene { +public: + + enum ShadowFilterMode { + SHADOW_FILTER_NEAREST, + SHADOW_FILTER_PCF5, + SHADOW_FILTER_PCF13, + }; + + + ShadowFilterMode shadow_filter_mode; + + uint64_t shadow_atlas_realloc_tolerance_msec; + + enum SubSurfaceScatterQuality { + SSS_QUALITY_LOW, + SSS_QUALITY_MEDIUM, + SSS_QUALITY_HIGH, + }; + + SubSurfaceScatterQuality subsurface_scatter_quality; + float subsurface_scatter_size; + bool subsurface_scatter_follow_surface; + + uint64_t render_pass; + uint64_t scene_pass; + uint32_t current_material_index; + uint32_t current_geometry_index; + + RID default_material; + RID default_material_twosided; + RID default_shader; + RID default_shader_twosided; + + RasterizerStorageGLES3 *storage; + + Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink; + int exposure_shrink_size; + + struct State { + + + + bool texscreen_copied; + int current_blend_mode; + float current_line_width; + int current_depth_draw; + GLuint current_main_tex; + + SceneShaderGLES3 scene_shader; + CubeToDpShaderGLES3 cube_to_dp_shader; + ResolveShaderGLES3 resolve_shader; + ScreenSpaceReflectionShaderGLES3 ssr_shader; + EffectBlurShaderGLES3 effect_blur_shader; + SubsurfScatteringShaderGLES3 sss_shader; + SsaoMinifyShaderGLES3 ssao_minify_shader; + SsaoShaderGLES3 ssao_shader; + SsaoBlurShaderGLES3 ssao_blur_shader; + ExposureShaderGLES3 exposure_shader; + TonemapShaderGLES3 tonemap_shader; + + + struct SceneDataUBO { + + float projection_matrix[16]; + float camera_inverse_matrix[16]; + float camera_matrix[16]; + float time[4]; + float ambient_light_color[4]; + float bg_color[4]; + float ambient_energy; + float bg_energy; + float shadow_z_offset; + float shadow_slope_scale; + float shadow_dual_paraboloid_render_zfar; + float shadow_dual_paraboloid_render_side; + float shadow_atlas_pixel_size[2]; + float shadow_directional_pixel_size[2]; + float reflection_multiplier; + float subsurface_scatter_width; + float ambient_occlusion_affect_light; + + } ubo_data; + + GLuint scene_ubo; + + struct EnvironmentRadianceUBO { + + float transform[16]; + float box_min[4]; //unused for now + float box_max[4]; + float ambient_contribution; + + } env_radiance_data; + + GLuint env_radiance_ubo; + + GLuint brdf_texture; + + GLuint skybox_verts; + GLuint skybox_array; + + GLuint directional_ubo; + + GLuint spot_array_ubo; + GLuint omni_array_ubo; + GLuint reflection_array_ubo; + + GLuint immediate_buffer; + GLuint immediate_array; + + uint32_t ubo_light_size; + uint8_t *spot_array_tmp; + uint8_t *omni_array_tmp; + uint8_t *reflection_array_tmp; + + int max_ubo_lights; + int max_forward_lights_per_object; + int max_ubo_reflections; + int max_skeleton_bones; + + + + int spot_light_count; + int omni_light_count; + int directional_light_count; + int reflection_probe_count; + + bool cull_front; + bool used_sss; + + } state; + + + /* SHADOW ATLAS API */ + + struct ShadowAtlas : public RID_Data { + + enum { + QUADRANT_SHIFT=27, + SHADOW_INDEX_MASK=(1<<QUADRANT_SHIFT)-1, + SHADOW_INVALID=0xFFFFFFFF + }; + + struct Quadrant { + + uint32_t subdivision; + + struct Shadow { + RID owner; + uint64_t version; + uint64_t alloc_tick; + + Shadow() { + version=0; + alloc_tick=0; + } + }; + + Vector<Shadow> shadows; + + Quadrant() { + subdivision=0; //not in use + } + + } quadrants[4]; + + int size_order[4]; + uint32_t smallest_subdiv; + + int size; + + GLuint fbo; + GLuint depth; + + Map<RID,uint32_t> shadow_owners; + }; + + struct ShadowCubeMap { + + GLuint fbo_id[6]; + GLuint cubemap; + int size; + }; + + Vector<ShadowCubeMap> shadow_cubemaps; + + RID_Owner<ShadowAtlas> shadow_atlas_owner; + + RID shadow_atlas_create(); + void shadow_atlas_set_size(RID p_atlas,int p_size); + void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision); + bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow); + bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version); + + + struct DirectionalShadow { + GLuint fbo; + GLuint depth; + int light_count; + int size; + int current_light; + } directional_shadow; + + virtual int get_directional_light_shadow_size(RID p_light_intance); + virtual void set_directional_shadow_count(int p_count); + + /* REFLECTION PROBE ATLAS API */ + + struct ReflectionAtlas : public RID_Data { + + int subdiv; + int size; + + struct Reflection { + RID owner; + uint64_t last_frame; + }; + + GLuint fbo[6]; + GLuint color; + + Vector<Reflection> reflections; + }; + + mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner; + + virtual RID reflection_atlas_create(); + virtual void reflection_atlas_set_size(RID p_ref_atlas,int p_size); + virtual void reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv); + + /* REFLECTION CUBEMAPS */ + + struct ReflectionCubeMap { + + GLuint fbo_id[6]; + GLuint cubemap; + GLuint depth; + int size; + }; + + Vector<ReflectionCubeMap> reflection_cubemaps; + + /* REFLECTION PROBE INSTANCE */ + + struct ReflectionProbeInstance : public RID_Data { + + RasterizerStorageGLES3::ReflectionProbe *probe_ptr; + RID probe; + RID self; + RID atlas; + + int reflection_atlas_index; + + int render_step; + + + + uint64_t last_pass; + int reflection_index; + + Transform transform; + }; + + struct ReflectionProbeDataUBO { + + float box_extents[4]; + float box_ofs[4]; + float params[4]; // intensity, 0, 0, boxproject + float ambient[4]; //color, probe contrib + float atlas_clamp[4]; + float local_matrix[16]; //up to here for spot and omni, rest is for directional + //notes: for ambientblend, use distance to edge to blend between already existing global environment + }; + + + mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner; + + virtual RID reflection_probe_instance_create(RID p_probe); + virtual void reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform); + virtual void reflection_probe_release_atlas_index(RID p_instance); + virtual bool reflection_probe_instance_needs_redraw(RID p_instance); + virtual bool reflection_probe_instance_has_reflection(RID p_instance); + virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas); + virtual bool reflection_probe_instance_postprocess_step(RID p_instance); + + + + + /* ENVIRONMENT API */ + + struct Environment : public RID_Data { + + VS::EnvironmentBG bg_mode; + + RID skybox; + float skybox_scale; + + Color bg_color; + float bg_energy; + float skybox_ambient; + + Color ambient_color; + float ambient_energy; + float ambient_skybox_contribution; + + int canvas_max_layer; + + bool ssr_enabled; + int ssr_max_steps; + float ssr_accel; + float ssr_fade; + float ssr_depth_tolerance; + bool ssr_smooth; + bool ssr_roughness; + + + bool ssao_enabled; + float ssao_intensity; + float ssao_radius; + float ssao_intensity2; + float ssao_radius2; + float ssao_bias; + float ssao_light_affect; + Color ssao_color; + bool ssao_filter; + + bool glow_enabled; + int glow_levels; + float glow_intensity; + float glow_strength; + float glow_bloom; + VS::EnvironmentGlowBlendMode glow_blend_mode; + float glow_hdr_bleed_treshold; + float glow_hdr_bleed_scale; + bool glow_bicubic_upscale; + + VS::EnvironmentToneMapper tone_mapper; + float tone_mapper_exposure; + float tone_mapper_exposure_white; + bool auto_exposure; + float auto_exposure_speed; + float auto_exposure_min; + float auto_exposure_max; + float auto_exposure_grey; + + bool dof_blur_far_enabled; + float dof_blur_far_distance; + float dof_blur_far_transition; + float dof_blur_far_amount; + VS::EnvironmentDOFBlurQuality dof_blur_far_quality; + + bool dof_blur_near_enabled; + float dof_blur_near_distance; + float dof_blur_near_transition; + float dof_blur_near_amount; + VS::EnvironmentDOFBlurQuality dof_blur_near_quality; + + Environment() { + bg_mode=VS::ENV_BG_CLEAR_COLOR; + skybox_scale=1.0; + bg_energy=1.0; + skybox_ambient=0; + ambient_energy=1.0; + ambient_skybox_contribution=0.0; + canvas_max_layer=0; + + ssr_enabled=false; + ssr_max_steps=64; + ssr_accel=0.04; + ssr_fade=2.0; + ssr_depth_tolerance=0.2; + ssr_smooth=true; + ssr_roughness=true; + + ssao_enabled=false; + ssao_intensity=1.0; + ssao_radius=1.0; + ssao_intensity2=1.0; + ssao_radius2=0.0; + ssao_bias=0.01; + ssao_light_affect=0; + ssao_filter=true; + + tone_mapper=VS::ENV_TONE_MAPPER_LINEAR; + tone_mapper_exposure=1.0; + tone_mapper_exposure_white=1.0; + auto_exposure=false; + auto_exposure_speed=0.5; + auto_exposure_min=0.05; + auto_exposure_max=8; + auto_exposure_grey=0.4; + + glow_enabled=false; + glow_levels=(1<<2)|(1<<4); + glow_intensity=0.8; + glow_strength=1.0; + glow_bloom=0.0; + glow_blend_mode=VS::GLOW_BLEND_MODE_SOFTLIGHT; + glow_hdr_bleed_treshold=1.0; + glow_hdr_bleed_scale=2.0; + glow_bicubic_upscale=false; + + dof_blur_far_enabled=false; + dof_blur_far_distance=10; + dof_blur_far_transition=5; + dof_blur_far_amount=0.1; + dof_blur_far_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM; + + dof_blur_near_enabled=false; + dof_blur_near_distance=2; + dof_blur_near_transition=1; + dof_blur_near_amount=0.1; + dof_blur_near_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM; + + } + }; + + RID_Owner<Environment> environment_owner; + + virtual RID environment_create(); + + virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); + virtual void environment_set_skybox(RID p_env,RID p_skybox); + virtual void environment_set_skybox_scale(RID p_env,float p_scale); + virtual void environment_set_bg_color(RID p_env,const Color& p_color); + virtual void environment_set_bg_energy(RID p_env,float p_energy); + virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer); + virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0); + + virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale); + virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture); + + virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness); + virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur); + + + virtual void environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale); + + virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp); + + + /* LIGHT INSTANCE */ + + struct LightDataUBO { + + float light_pos_inv_radius[4]; + float light_direction_attenuation[4]; + float light_color_energy[4]; + float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled + float light_clamp[4]; + float light_shadow_color[4]; + float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional + float shadow_matrix2[16]; + float shadow_matrix3[16]; + float shadow_matrix4[16]; + float shadow_split_offsets[4]; + + }; + + struct LightInstance : public RID_Data { + + struct ShadowTransform { + + CameraMatrix camera; + Transform transform; + float farplane; + float split; + }; + + + + ShadowTransform shadow_transform[4]; + + RID self; + RID light; + RasterizerStorageGLES3::Light *light_ptr; + Transform transform; + + Vector3 light_vector; + Vector3 spot_vector; + float linear_att; + + uint64_t shadow_pass; + uint64_t last_scene_pass; + uint64_t last_scene_shadow_pass; + uint64_t last_pass; + uint16_t light_index; + uint16_t light_directional_index; + + uint32_t current_shadow_atlas_key; + + Vector2 dp; + + Rect2 directional_rect; + + + Set<RID> shadow_atlases; //shadow atlases where this light is registered + + LightInstance() { } + + }; + + mutable RID_Owner<LightInstance> light_instance_owner; + + 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_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass); + virtual void light_instance_mark_visible(RID p_light_instance); + + /* REFLECTION INSTANCE */ + + struct GIProbeInstance : public RID_Data { + RID data; + RasterizerStorageGLES3::GIProbe *probe; + GLuint tex_cache; + Vector3 cell_size_cache; + Vector3 bounds; + Transform transform_to_data; + + GIProbeInstance() { probe=NULL; tex_cache=0; } + }; + + + + mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner; + + virtual RID gi_probe_instance_create(); + virtual void gi_probe_instance_set_light_data(RID p_probe,RID p_base,RID p_data); + virtual void gi_probe_instance_set_transform_to_data(RID p_probe,const Transform& p_xform); + virtual void gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds); + + /* RENDER LIST */ + + struct RenderList { + + enum { + DEFAULT_MAX_ELEMENTS=65536, + SORT_FLAG_SKELETON=1, + SORT_FLAG_INSTANCING=2, + MAX_DIRECTIONAL_LIGHTS=16, + MAX_LIGHTS=4096, + MAX_REFLECTIONS=1024, + + + SORT_KEY_DEPTH_LAYER_SHIFT=60, + SORT_KEY_UNSHADED_FLAG=uint64_t(1)<<59, + SORT_KEY_NO_DIRECTIONAL_FLAG=uint64_t(1)<<58, + SORT_KEY_GI_PROBES_FLAG=uint64_t(1)<<57, + SORT_KEY_SHADING_SHIFT=57, + SORT_KEY_SHADING_MASK=7, + SORT_KEY_MATERIAL_INDEX_SHIFT=40, + SORT_KEY_GEOMETRY_INDEX_SHIFT=20, + SORT_KEY_GEOMETRY_TYPE_SHIFT=15, + SORT_KEY_SKELETON_FLAG=2, + SORT_KEY_MIRROR_FLAG=1 + + }; + + int max_elements; + + struct Element { + + RasterizerScene::InstanceBase *instance; + RasterizerStorageGLES3::Geometry *geometry; + RasterizerStorageGLES3::Material *material; + RasterizerStorageGLES3::GeometryOwner *owner; + uint64_t sort_key; + + }; + + + Element *_elements; + Element **elements; + + int element_count; + int alpha_element_count; + + + void clear() { + + element_count=0; + alpha_element_count=0; + } + + //should eventually be replaced by radix + + struct SortByKey { + + _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + return A->sort_key < B->sort_key; + } + }; + + void sort_by_key(bool p_alpha) { + + SortArray<Element*,SortByKey> sorter; + if (p_alpha) { + sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count); + } else { + sorter.sort(elements,element_count); + } + } + + struct SortByDepth { + + _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + return A->instance->depth > B->instance->depth; + } + }; + + void sort_by_depth(bool p_alpha) { + + SortArray<Element*,SortByDepth> sorter; + if (p_alpha) { + sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count); + } else { + sorter.sort(elements,element_count); + } + } + + + _FORCE_INLINE_ Element* add_element() { + + if (element_count+alpha_element_count>=max_elements) + return NULL; + elements[element_count]=&_elements[element_count]; + return elements[element_count++]; + } + + _FORCE_INLINE_ Element* add_alpha_element() { + + if (element_count+alpha_element_count>=max_elements) + return NULL; + int idx = max_elements-alpha_element_count-1; + elements[idx]=&_elements[idx]; + alpha_element_count++; + return elements[idx]; + } + + void init() { + + element_count = 0; + alpha_element_count =0; + elements=memnew_arr(Element*,max_elements); + _elements=memnew_arr(Element,max_elements); + for (int i=0;i<max_elements;i++) + elements[i]=&_elements[i]; // assign elements + + } + + + RenderList() { + + max_elements=DEFAULT_MAX_ELEMENTS; + } + + ~RenderList() { + memdelete_arr(elements); + memdelete_arr(_elements); + } + }; + + + LightInstance *directional_light; + LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS]; + + + + RenderList render_list; + + _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull); + + _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass); + _FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection); + _FORCE_INLINE_ void _setup_geometry(RenderList::Element *e); + _FORCE_INLINE_ void _render_geometry(RenderList::Element *e); + _FORCE_INLINE_ void _setup_light(RenderList::Element *e,const Transform& p_view_transform); + + void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows); + + + _FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow); + + void _draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox, const CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale); + + void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform& p_cam_transform); + void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transformm, bool p_use_shadows); + void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_shadow_atlas); + void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform& p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_reflection_atlas, Environment *p_env); + + void _copy_screen(); + void _copy_to_front_buffer(Environment *env); + void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug + + void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow); + + void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection); + void _post_process(Environment *env, const CameraMatrix &p_cam_projection); + + virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass); + virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count); + virtual bool free(RID p_rid); + + void _generate_brdf(); + + virtual void set_scene_pass(uint64_t p_pass); + + void iteration(); + void initialize(); + void finalize(); + RasterizerSceneGLES3(); +}; + +#endif // RASTERIZERSCENEGLES3_H diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp new file mode 100644 index 0000000000..c632d1c2da --- /dev/null +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -0,0 +1,6495 @@ +#include "rasterizer_storage_gles3.h" +#include "rasterizer_canvas_gles3.h" +#include "rasterizer_scene_gles3.h" +#include "globals.h" + +/* TEXTURE API */ + +#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 +#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 + +#define _EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 +#define _EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 +#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 +#define _EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 + + +#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 + +#define _EXT_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 +#define _EXT_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 +#define _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 +#define _EXT_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 + + +#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB +#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD +#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#define _EXT_ETC1_RGB8_OES 0x8D64 + + + +#define _EXT_SLUMINANCE_NV 0x8C46 +#define _EXT_SLUMINANCE_ALPHA_NV 0x8C44 +#define _EXT_SRGB8_NV 0x8C41 +#define _EXT_SLUMINANCE8_NV 0x8C47 +#define _EXT_SLUMINANCE8_ALPHA8_NV 0x8C45 + + +#define _EXT_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C +#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D +#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E +#define _EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F + + + +#define _EXT_ATC_RGB_AMD 0x8C92 +#define _EXT_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 +#define _EXT_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE + + +#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F + +#define _GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF + +#define _EXT_COMPRESSED_R11_EAC 0x9270 +#define _EXT_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define _EXT_COMPRESSED_RG11_EAC 0x9272 +#define _EXT_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define _EXT_COMPRESSED_RGB8_ETC2 0x9274 +#define _EXT_COMPRESSED_SRGB8_ETC2 0x9275 +#define _EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define _EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define _EXT_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define _EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 + +#define _EXT_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C +#define _EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D +#define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E +#define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F + +Image RasterizerStorageGLES3::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,GLenum &r_gl_type,bool &r_compressed,bool &srgb) { + + + r_compressed=false; + r_gl_format=0; + Image image=p_image; + srgb=false; + + bool need_decompress=false; + + switch(p_format) { + + case Image::FORMAT_L8: { + r_gl_internal_format=GL_R8; + r_gl_format=GL_RED; + r_gl_type=GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_LA8: { + + r_gl_internal_format=GL_RG8; + r_gl_format=GL_RG; + r_gl_type=GL_UNSIGNED_BYTE; + } break; + case Image::FORMAT_R8: { + + r_gl_internal_format=GL_R8; + r_gl_format=GL_RED; + r_gl_type=GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_RG8: { + + r_gl_internal_format=GL_RG8; + r_gl_format=GL_RG; + r_gl_type=GL_UNSIGNED_BYTE; + + } break; + case Image::FORMAT_RGB8: { + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8:GL_RGB8; + r_gl_format=GL_RGB; + r_gl_type=GL_UNSIGNED_BYTE; + srgb=true; + + } break; + case Image::FORMAT_RGBA8: { + + r_gl_format=GL_RGBA; + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8; + r_gl_type=GL_UNSIGNED_BYTE; + srgb=true; + + } break; + case Image::FORMAT_RGB565: { +//#warning TODO: Convert tod 555 if 565 is not supported (GLES3.3-) + r_gl_internal_format=GL_RGB5; + //r_gl_internal_format=GL_RGB565; + r_gl_format=GL_RGB; + r_gl_type=GL_UNSIGNED_SHORT_5_6_5; + + } break; + case Image::FORMAT_RGBA4444: { + + r_gl_internal_format=GL_RGBA4; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_SHORT_4_4_4_4; + + } break; + case Image::FORMAT_RGBA5551: { + + r_gl_internal_format=GL_RGB5_A1; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_SHORT_5_5_5_1; + + + } break; + case Image::FORMAT_RF: { + + + r_gl_internal_format=GL_R32F; + r_gl_format=GL_RED; + r_gl_type=GL_FLOAT; + + } break; + case Image::FORMAT_RGF: { + + r_gl_internal_format=GL_RG32F; + r_gl_format=GL_RG; + r_gl_type=GL_FLOAT; + + } break; + case Image::FORMAT_RGBF: { + + r_gl_internal_format=GL_RGB32F; + r_gl_format=GL_RGB; + r_gl_type=GL_FLOAT; + + } break; + case Image::FORMAT_RGBAF: { + + r_gl_internal_format=GL_RGBA32F; + r_gl_format=GL_RGBA; + r_gl_type=GL_FLOAT; + + } break; + case Image::FORMAT_RH: { + r_gl_internal_format=GL_R32F; + r_gl_format=GL_RED; + r_gl_type=GL_HALF_FLOAT; + } break; + case Image::FORMAT_RGH: { + r_gl_internal_format=GL_RG32F; + r_gl_format=GL_RG; + r_gl_type=GL_HALF_FLOAT; + + } break; + case Image::FORMAT_RGBH: { + r_gl_internal_format=GL_RGB32F; + r_gl_format=GL_RGB; + r_gl_type=GL_HALF_FLOAT; + + } break; + case Image::FORMAT_RGBAH: { + r_gl_internal_format=GL_RGBA32F; + r_gl_format=GL_RGBA; + r_gl_type=GL_HALF_FLOAT; + + } break; + case Image::FORMAT_DXT1: { + + if (config.s3tc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_DXT3: { + + + if (config.s3tc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_DXT5: { + + if (config.s3tc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV:_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_ATI1: { + + if (config.latc_supported) { + + + r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_LATC1_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + + } break; + case Image::FORMAT_ATI2: { + + if (config.latc_supported) { + + + r_gl_internal_format=_EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + } else { + + need_decompress=true; + } + + } break; + case Image::FORMAT_BPTC_RGBA: { + + if (config.bptc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:_EXT_COMPRESSED_RGBA_BPTC_UNORM; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_BPTC_RGBF: { + + if (config.bptc_supported) { + + + r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT; + r_gl_format=GL_RGB; + r_gl_type=GL_FLOAT; + r_compressed=true; + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_BPTC_RGBFU: { + if (config.bptc_supported) { + + + r_gl_internal_format=_EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT; + r_gl_format=GL_RGB; + r_gl_type=GL_FLOAT; + r_compressed=true; + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_PVRTC2: { + + if (config.pvrtc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_PVRTC2A: { + + if (config.pvrtc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_PVRTC4: { + + if (config.pvrtc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + } break; + case Image::FORMAT_PVRTC4A: { + + if (config.pvrtc_supported) { + + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT:_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + } else { + + need_decompress=true; + } + + + } break; + case Image::FORMAT_ETC: { + + if (config.etc_supported) { + + r_gl_internal_format=_EXT_ETC1_RGB8_OES; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + + need_decompress=true; + } + + } break; + case Image::FORMAT_ETC2_R11: { + + if (config.etc2_supported) { + + r_gl_internal_format=_EXT_COMPRESSED_R11_EAC; + r_gl_format=GL_RED; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_R11S: { + + if (config.etc2_supported) { + + r_gl_internal_format=_EXT_COMPRESSED_SIGNED_R11_EAC; + r_gl_format=GL_RED; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RG11: { + + if (config.etc2_supported) { + + r_gl_internal_format=_EXT_COMPRESSED_RG11_EAC; + r_gl_format=GL_RG; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RG11S: { + if (config.etc2_supported) { + + r_gl_internal_format=_EXT_COMPRESSED_SIGNED_RG11_EAC; + r_gl_format=GL_RG; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + + } else { + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RGB8: { + + if (config.etc2_supported) { + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ETC2:_EXT_COMPRESSED_RGB8_ETC2; + r_gl_format=GL_RGB; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RGBA8: { + + if (config.etc2_supported) { + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:_EXT_COMPRESSED_RGBA8_ETC2_EAC; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + + } else { + + need_decompress=true; + } + } break; + case Image::FORMAT_ETC2_RGB8A1: { + + if (config.etc2_supported) { + + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?_EXT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:_EXT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; + r_gl_format=GL_RGBA; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=true; + srgb=true; + + + } else { + + need_decompress=true; + } + } break; + default: { + + ERR_FAIL_V(Image()); + } + } + + if (need_decompress) { + + if (!image.empty()) { + image.decompress(); + ERR_FAIL_COND_V(image.is_compressed(),image); + image.convert(Image::FORMAT_RGBA8); + } + + + r_gl_format=GL_RGBA; + r_gl_internal_format=(config.srgb_decode_supported || p_flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)?GL_SRGB8_ALPHA8:GL_RGBA8; + r_gl_type=GL_UNSIGNED_BYTE; + r_compressed=false; + srgb=true; + + return image; + + } + + + return image; +} + +static const GLenum _cube_side_enum[6]={ + + GL_TEXTURE_CUBE_MAP_NEGATIVE_X, + GL_TEXTURE_CUBE_MAP_POSITIVE_X, + GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, + GL_TEXTURE_CUBE_MAP_POSITIVE_Y, + GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, + GL_TEXTURE_CUBE_MAP_POSITIVE_Z, + +}; + +RID RasterizerStorageGLES3::texture_create() { + + Texture *texture = memnew(Texture); + ERR_FAIL_COND_V(!texture,RID()); + glGenTextures(1, &texture->tex_id); + texture->active=false; + texture->total_data_size=0; + + return texture_owner.make_rid( texture ); + +} + +void RasterizerStorageGLES3::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) { + + int components; + GLenum format; + GLenum internal_format; + GLenum type; + + bool compressed; + bool srgb; + + if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video + } + + + Texture *texture = texture_owner.get( p_texture ); + ERR_FAIL_COND(!texture); + texture->width=p_width; + texture->height=p_height; + texture->format=p_format; + texture->flags=p_flags; + texture->stored_cube_sides=0; + texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; + + _get_gl_image_and_format(Image(),texture->format,texture->flags,format,internal_format,type,compressed,srgb); + + texture->alloc_width = texture->width; + texture->alloc_height = texture->height; + + + texture->gl_format_cache=format; + texture->gl_type_cache=type; + texture->gl_internal_format_cache=internal_format; + texture->compressed=compressed; + texture->srgb=srgb; + texture->data_size=0; + texture->mipmaps=1; + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + + if (p_flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + //prealloc if video + glTexImage2D(texture->target, 0, internal_format, p_width, p_height, 0, format, type,NULL); + } + + texture->active=true; +} + +void RasterizerStorageGLES3::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + ERR_FAIL_COND(!texture->active); + ERR_FAIL_COND(texture->render_target); + ERR_FAIL_COND(texture->format != p_image.get_format() ); + ERR_FAIL_COND( p_image.empty() ); + + GLenum type; + GLenum format; + GLenum internal_format; + bool compressed; + bool srgb; + + + if (config.keep_original_textures && !(texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { + texture->images[p_cube_side]=p_image; + } + + Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,internal_format,type,compressed,srgb); + + if (config.shrink_textures_x2 && (p_image.has_mipmaps() || !p_image.is_compressed()) && !(texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { + + texture->alloc_height = MAX(1,texture->alloc_height/2); + texture->alloc_width = MAX(1,texture->alloc_width/2); + + if (texture->alloc_width == img.get_width()/2 && texture->alloc_height == img.get_height()/2) { + + img.shrink_x2(); + } else if (img.get_format() <= Image::FORMAT_RGB565) { + + img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); + + } + }; + + + GLenum blit_target = (texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D; + + texture->data_size=img.get_data().size(); + DVector<uint8_t>::Read read = img.get_data().read(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + texture->ignore_mipmaps = compressed && !img.has_mipmaps(); + + if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,config.use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); + else { + if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + } else { + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + + } + } + + + if (config.srgb_decode_supported && srgb) { + + if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + texture->using_srgb=true; + } else { + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); + texture->using_srgb=false; + } + } + + if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + + glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering + + } else { + + glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering + } + + if ((texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { + + if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); + } + else{ + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + } + } else { + + //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); + glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + } + + //set swizle for older format compatibility + switch(texture->format) { + + case Image::FORMAT_L8: { + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ONE); + + } break; + case Image::FORMAT_LA8: { + + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_GREEN); + } break; + default: { + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_R,GL_RED); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_G,GL_GREEN); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_B,GL_BLUE); + glTexParameteri(texture->target,GL_TEXTURE_SWIZZLE_A,GL_ALPHA); + + } break; + + } + if (config.use_anisotropic_filter) { + + if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { + + glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level); + } else { + glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); + } + } + + int mipmaps= (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.has_mipmaps()) ? img.get_mipmap_count() +1: 1; + + + int w=img.get_width(); + int h=img.get_height(); + + int tsize=0; + for(int i=0;i<mipmaps;i++) { + + int size,ofs; + img.get_mipmap_offset_and_size(i,ofs,size); + + //print_line("mipmap: "+itos(i)+" size: "+itos(size)+" w: "+itos(mm_w)+", h: "+itos(mm_h)); + + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] ); + + } else { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + if (texture->flags&VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + glTexSubImage2D( blit_target, i, 0,0,w, h,format,type,&read[ofs] ); + } else { + glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type,&read[ofs]); + } + + } + tsize+=size; + + w = MAX(1,w>>1); + h = MAX(1,h>>1); + + } + + info.texture_mem-=texture->total_data_size; + texture->total_data_size=tsize; + info.texture_mem+=texture->total_data_size; + + //printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem); + + texture->stored_cube_sides|=(1<<p_cube_side); + + if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1 && !texture->ignore_mipmaps && (!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP) || texture->stored_cube_sides==(1<<6)-1)) { + //generate mipmaps if they were requested and the image does not contain them + glGenerateMipmap(texture->target); + } + + texture->mipmaps=mipmaps; + + //texture_set_flags(p_texture,texture->flags); + + +} + +Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,Image()); + ERR_FAIL_COND_V(!texture->active,Image()); + ERR_FAIL_COND_V(texture->data_size==0,Image()); + ERR_FAIL_COND_V(texture->render_target,Image()); + + if (!texture->images[p_cube_side].empty()) + return texture->images[p_cube_side]; + +#ifdef GLES_OVER_GL + + DVector<uint8_t> data; + + int data_size = Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,texture->mipmaps>1?-1:0); + + data.resize(data_size*2); //add some memory at the end, just in case for buggy drivers + DVector<uint8_t>::Write wb = data.write(); + + glActiveTexture(GL_TEXTURE0); + + glBindTexture(texture->target,texture->tex_id); + + glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); + + print_line("GET FORMAT: "+Image::get_format_name(texture->format)+" mipmaps: "+itos(texture->mipmaps)); + + + for(int i=0;i<texture->mipmaps;i++) { + + int ofs=0; + if (i>0) { + ofs=Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,i-1); + } + + if (texture->compressed) { + + glPixelStorei(GL_PACK_ALIGNMENT, 4); + glGetCompressedTexImage(texture->target,i,&wb[ofs]); + + } else { + + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + glGetTexImage(texture->target,i,texture->gl_format_cache,texture->gl_type_cache,&wb[ofs]); + } + } + + + wb=DVector<uint8_t>::Write(); + + data.resize(data_size); + + Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps>1?true:false,texture->format,data); + + return img; +#else + + ERR_EXPLAIN("Sorry, It's not posible to obtain images back in OpenGL ES"); + return Image(); +#endif +} + +void RasterizerStorageGLES3::texture_set_flags(RID p_texture,uint32_t p_flags) { + + Texture *texture = texture_owner.get( p_texture ); + ERR_FAIL_COND(!texture); + if (texture->render_target) { + + p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter + } + + bool had_mipmaps = texture->flags&VS::TEXTURE_FLAG_MIPMAPS; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; + texture->flags=p_flags|cube; // can't remove a cube from being a cube + + + if ((texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) { + + if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){ + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); + } + else { + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + } + } else { + //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); + glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + + } + + + if (config.use_anisotropic_filter) { + + if (texture->flags&VS::TEXTURE_FLAG_ANISOTROPIC_FILTER) { + + glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, config.anisotropic_level); + } else { + glTexParameterf(texture->target, _GL_TEXTURE_MAX_ANISOTROPY_EXT, 1); + } + } + + if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) { + if (!had_mipmaps && texture->mipmaps==1) { + glGenerateMipmap(texture->target); + } + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,config.use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST:GL_LINEAR_MIPMAP_LINEAR); + + } else{ + if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + } else { + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + + } + } + + + if (config.srgb_decode_supported && texture->srgb) { + + if (texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR) { + + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + texture->using_srgb=true; + } else { + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); + texture->using_srgb=false; + } + } + + if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + + glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering + + } else { + + glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering + } + +} +uint32_t RasterizerStorageGLES3::texture_get_flags(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->flags; + +} +Image::Format RasterizerStorageGLES3::texture_get_format(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,Image::FORMAT_L8); + + return texture->format; +} +uint32_t RasterizerStorageGLES3::texture_get_width(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->width; +} +uint32_t RasterizerStorageGLES3::texture_get_height(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->height; +} + + +void RasterizerStorageGLES3::texture_set_size_override(RID p_texture,int p_width, int p_height) { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + ERR_FAIL_COND(texture->render_target); + + ERR_FAIL_COND(p_width<=0 || p_width>16384); + ERR_FAIL_COND(p_height<=0 || p_height>16384); + //real texture size is in alloc width and height + texture->width=p_width; + texture->height=p_height; + +} + +void RasterizerStorageGLES3::texture_set_path(RID p_texture,const String& p_path) { + Texture * texture = texture_owner.get(p_texture); + ERR_FAIL_COND(!texture); + + texture->path=p_path; + +} + +String RasterizerStorageGLES3::texture_get_path(RID p_texture) const{ + + Texture * texture = texture_owner.get(p_texture); + ERR_FAIL_COND_V(!texture,String()); + return texture->path; +} +void RasterizerStorageGLES3::texture_debug_usage(List<VS::TextureInfo> *r_info){ + + List<RID> textures; + texture_owner.get_owned_list(&textures); + + for (List<RID>::Element *E=textures.front();E;E=E->next()) { + + Texture *t = texture_owner.get(E->get()); + if (!t) + continue; + VS::TextureInfo tinfo; + tinfo.path=t->path; + tinfo.format=t->format; + tinfo.size.x=t->alloc_width; + tinfo.size.y=t->alloc_height; + tinfo.bytes=t->total_data_size; + r_info->push_back(tinfo); + } + +} + +void RasterizerStorageGLES3::texture_set_shrink_all_x2_on_set_data(bool p_enable) { + + config.shrink_textures_x2=p_enable; +} + +void RasterizerStorageGLES3::textures_keep_original(bool p_enable) { + + config.keep_original_textures=p_enable; +} + +RID RasterizerStorageGLES3::texture_create_radiance_cubemap(RID p_source,int p_resolution) const { + + Texture * texture = texture_owner.get(p_source); + ERR_FAIL_COND_V(!texture,RID()); + ERR_FAIL_COND_V(!(texture->flags&VS::TEXTURE_FLAG_CUBEMAP),RID()); + + bool use_float=true; + + if (p_resolution<0) { + p_resolution=texture->width; + } + + + glBindVertexArray(0); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_BLEND); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { + + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + texture->using_srgb=true; +#ifdef TOOLS_ENABLED + if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; + //notify that texture must be set to linear beforehand, so it works in other platforms when exported + } +#endif + } + + + glActiveTexture(GL_TEXTURE1); + GLuint new_cubemap; + glGenTextures(1, &new_cubemap); + glBindTexture(GL_TEXTURE_CUBE_MAP, new_cubemap); + + + GLuint tmp_fb; + + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + + int size = p_resolution; + + int lod=0; + + shaders.cubemap_filter.bind(); + + int mipmaps=6; + + int mm_level=mipmaps; + + GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; + + + while(mm_level) { + + for(int i=0;i<6;i++) { + glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); + } + + lod++; + mm_level--; + + if (size>1) + size>>=1; + } + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1); + + lod=0; + mm_level=mipmaps; + + size = p_resolution; + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false); + + while(mm_level) { + + for(int i=0;i<6;i++) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], new_cubemap, lod); + + glViewport(0,0,size,size); + glBindVertexArray(resources.quadie_array); + + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::FACE_ID,i); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1)); + + + glDrawArrays(GL_TRIANGLE_FAN,0,4); + glBindVertexArray(0); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); +#endif + } + + + + if (size>1) + size>>=1; + lod++; + mm_level--; + + } + + + //restore ranges + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, lod-1); + + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + glDeleteFramebuffers(1, &tmp_fb); + + Texture * ctex = memnew( Texture ); + + ctex->flags=VS::TEXTURE_FLAG_CUBEMAP|VS::TEXTURE_FLAG_MIPMAPS|VS::TEXTURE_FLAG_FILTER; + ctex->width=p_resolution; + ctex->height=p_resolution; + ctex->alloc_width=p_resolution; + ctex->alloc_height=p_resolution; + ctex->format=use_float?Image::FORMAT_RGBAH:Image::FORMAT_RGBA8; + ctex->target=GL_TEXTURE_CUBE_MAP; + ctex->gl_format_cache=format; + ctex->gl_internal_format_cache=internal_format; + ctex->gl_type_cache=type; + ctex->data_size=0; + ctex->compressed=false; + ctex->srgb=false; + ctex->total_data_size=0; + ctex->ignore_mipmaps=false; + ctex->mipmaps=mipmaps; + ctex->active=true; + ctex->tex_id=new_cubemap; + ctex->stored_cube_sides=(1<<6)-1; + ctex->render_target=NULL; + + return texture_owner.make_rid(ctex); +} + + +RID RasterizerStorageGLES3::skybox_create() { + + SkyBox *skybox = memnew( SkyBox ); + skybox->radiance=0; + return skybox_owner.make_rid(skybox); +} + +void RasterizerStorageGLES3::skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size){ + + SkyBox *skybox = skybox_owner.getornull(p_skybox); + ERR_FAIL_COND(!skybox); + + if (skybox->cubemap.is_valid()) { + skybox->cubemap=RID(); + glDeleteTextures(1,&skybox->radiance); + skybox->radiance=0; + } + + skybox->cubemap=p_cube_map; + if (!skybox->cubemap.is_valid()) + return; //cleared + + Texture *texture = texture_owner.getornull(skybox->cubemap); + if (!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP)) { + skybox->cubemap=RID(); + ERR_FAIL_COND(!texture || !(texture->flags&VS::TEXTURE_FLAG_CUBEMAP)); + } + + glBindVertexArray(0); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_BLEND); + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { + + glTexParameteri(texture->target,_TEXTURE_SRGB_DECODE_EXT,_DECODE_EXT); + texture->using_srgb=true; +#ifdef TOOLS_ENABLED + if (!(texture->flags&VS::TEXTURE_FLAG_CONVERT_TO_LINEAR)) { + texture->flags|=VS::TEXTURE_FLAG_CONVERT_TO_LINEAR; + //notify that texture must be set to linear beforehand, so it works in other platforms when exported + } +#endif + } + + + glActiveTexture(GL_TEXTURE1); + glGenTextures(1, &skybox->radiance); + glBindTexture(GL_TEXTURE_2D, skybox->radiance); + + GLuint tmp_fb; + + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + + int size = p_radiance_size; + + int lod=0; + + + int mipmaps=6; + + int mm_level=mipmaps; + + bool use_float=true; + + GLenum internal_format = use_float?GL_RGBA16F:GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float?GL_HALF_FLOAT:GL_UNSIGNED_INT_2_10_10_10_REV; + + while(mm_level) { + + glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size*2, 0, format, type, NULL); + lod++; + mm_level--; + + if (size>1) + size>>=1; + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1); + + lod=0; + mm_level=mipmaps; + + size = p_radiance_size; + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,true); + shaders.cubemap_filter.bind(); + + while(mm_level) { + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, skybox->radiance, lod); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); +#endif + + for(int i=0;i<2;i++) { + glViewport(0,i*size,size,size); + glBindVertexArray(resources.quadie_array); + + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP,i>0); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::ROUGHNESS,lod/float(mipmaps-1)); + + + glDrawArrays(GL_TRIANGLE_FAN,0,4); + glBindVertexArray(0); + } + + if (size>1) + size>>=1; + lod++; + mm_level--; + + } + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID,false); + + + //restore ranges + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod-1); + + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + glDeleteFramebuffers(1, &tmp_fb); + +} + + +/* SHADER API */ + + +RID RasterizerStorageGLES3::shader_create(VS::ShaderMode p_mode){ + + Shader *shader = memnew( Shader ); + shader->mode=p_mode; + RID rid = shader_owner.make_rid(shader); + shader_set_mode(rid,p_mode); + _shader_make_dirty(shader); + shader->self=rid; + + return rid; +} + +void RasterizerStorageGLES3::_shader_make_dirty(Shader* p_shader) { + + if (p_shader->dirty_list.in_list()) + return; + + _shader_dirty_list.add(&p_shader->dirty_list); +} + +void RasterizerStorageGLES3::shader_set_mode(RID p_shader,VS::ShaderMode p_mode){ + + ERR_FAIL_INDEX(p_mode,VS::SHADER_MAX); + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + + if (shader->custom_code_id && p_mode==shader->mode) + return; + + + if (shader->custom_code_id) { + + shader->shader->free_custom_shader(shader->custom_code_id); + shader->custom_code_id=0; + } + + shader->mode=p_mode; + + ShaderGLES3* shaders[VS::SHADER_MAX]={ + &scene->state.scene_shader, + &canvas->state.canvas_shader, + &this->shaders.particles, + + }; + + shader->shader=shaders[p_mode]; + + shader->custom_code_id = shader->shader->create_custom_shader(); + + _shader_make_dirty(shader); + +} +VS::ShaderMode RasterizerStorageGLES3::shader_get_mode(RID p_shader) const { + + const Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,VS::SHADER_MAX); + + return shader->mode; +} +void RasterizerStorageGLES3::shader_set_code(RID p_shader, const String& p_code){ + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + + shader->code=p_code; + _shader_make_dirty(shader); +} +String RasterizerStorageGLES3::shader_get_code(RID p_shader) const{ + + const Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + + + return shader->code; +} + +void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const { + + + _shader_dirty_list.remove( &p_shader->dirty_list ); + + p_shader->valid=false; + + p_shader->uniforms.clear(); + + ShaderCompilerGLES3::GeneratedCode gen_code; + ShaderCompilerGLES3::IdentifierActions *actions=NULL; + + + + switch(p_shader->mode) { + case VS::SHADER_CANVAS_ITEM: { + + p_shader->canvas_item.light_mode=Shader::CanvasItem::LIGHT_MODE_NORMAL; + p_shader->canvas_item.blend_mode=Shader::CanvasItem::BLEND_MODE_MIX; + + shaders.actions_canvas.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_ADD); + shaders.actions_canvas.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_MIX); + shaders.actions_canvas.render_mode_values["blend_sub"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_SUB); + shaders.actions_canvas.render_mode_values["blend_mul"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_MUL); + shaders.actions_canvas.render_mode_values["blend_premul_alpha"]=Pair<int*,int>(&p_shader->canvas_item.blend_mode,Shader::CanvasItem::BLEND_MODE_PMALPHA); + + shaders.actions_canvas.render_mode_values["unshaded"]=Pair<int*,int>(&p_shader->canvas_item.light_mode,Shader::CanvasItem::LIGHT_MODE_UNSHADED); + shaders.actions_canvas.render_mode_values["light_only"]=Pair<int*,int>(&p_shader->canvas_item.light_mode,Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); + + actions=&shaders.actions_canvas; + actions->uniforms=&p_shader->uniforms; + + } break; + + case VS::SHADER_SPATIAL: { + + p_shader->spatial.blend_mode=Shader::Spatial::BLEND_MODE_MIX; + p_shader->spatial.depth_draw_mode=Shader::Spatial::DEPTH_DRAW_OPAQUE; + p_shader->spatial.cull_mode=Shader::Spatial::CULL_MODE_BACK; + p_shader->spatial.uses_alpha=false; + p_shader->spatial.uses_discard=false; + p_shader->spatial.unshaded=false; + p_shader->spatial.ontop=false; + p_shader->spatial.uses_sss=false; + p_shader->spatial.uses_vertex=false; + + shaders.actions_scene.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_ADD); + shaders.actions_scene.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MIX); + shaders.actions_scene.render_mode_values["blend_sub"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_SUB); + shaders.actions_scene.render_mode_values["blend_mul"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MUL); + + shaders.actions_scene.render_mode_values["depth_draw_opaque"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_OPAQUE); + shaders.actions_scene.render_mode_values["depth_draw_always"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALWAYS); + shaders.actions_scene.render_mode_values["depth_draw_never"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_NEVER); + shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS); + + shaders.actions_scene.render_mode_values["cull_front"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_FRONT); + shaders.actions_scene.render_mode_values["cull_back"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_BACK); + shaders.actions_scene.render_mode_values["cull_disabled"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED); + + shaders.actions_scene.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded; + shaders.actions_scene.render_mode_flags["ontop"]=&p_shader->spatial.ontop; + + shaders.actions_scene.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha; + shaders.actions_scene.usage_flag_pointers["VERTEX"]=&p_shader->spatial.uses_vertex; + + shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"]=&p_shader->spatial.uses_sss; + shaders.actions_scene.usage_flag_pointers["DISCARD"]=&p_shader->spatial.uses_discard; + + actions=&shaders.actions_scene; + actions->uniforms=&p_shader->uniforms; + + + } + case VS::SHADER_PARTICLES: { + + actions=&shaders.actions_particles; + actions->uniforms=&p_shader->uniforms; + } + + } + + + Error err = shaders.compiler.compile(p_shader->mode,p_shader->code,actions,p_shader->path,gen_code); + + + ERR_FAIL_COND(err!=OK); + + p_shader->shader->set_custom_shader_code(p_shader->custom_code_id,gen_code.vertex,gen_code.vertex_global,gen_code.fragment,gen_code.light,gen_code.fragment_global,gen_code.uniforms,gen_code.texture_uniforms,gen_code.defines); + + p_shader->ubo_size=gen_code.uniform_total_size; + p_shader->ubo_offsets=gen_code.uniform_offsets; + p_shader->texture_count=gen_code.texture_uniforms.size(); + p_shader->texture_hints=gen_code.texture_hints; + + p_shader->uses_vertex_time=gen_code.uses_vertex_time; + p_shader->uses_fragment_time=gen_code.uses_fragment_time; + + //all materials using this shader will have to be invalidated, unfortunately + + for (SelfList<Material>* E = p_shader->materials.first();E;E=E->next() ) { + + _material_make_dirty(E->self()); + } + + p_shader->valid=true; + p_shader->version++; + + +} + +void RasterizerStorageGLES3::update_dirty_shaders() { + + while( _shader_dirty_list.first() ) { + _update_shader(_shader_dirty_list.first()->self() ); + } +} + +void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const{ + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + + + if (shader->dirty_list.in_list()) + _update_shader(shader); // ok should be not anymore dirty + + + Map<int,StringName> order; + + + for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) { + + + order[E->get().order]=E->key(); + } + + + for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) { + + PropertyInfo pi; + ShaderLanguage::ShaderNode::Uniform &u=shader->uniforms[E->get()]; + pi.name=E->get(); + switch(u.type) { + case ShaderLanguage::TYPE_VOID: pi.type=Variant::NIL; break; + case ShaderLanguage::TYPE_BOOL: pi.type=Variant::BOOL; break; + case ShaderLanguage::TYPE_BVEC2: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y"; break; + case ShaderLanguage::TYPE_BVEC3: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y,z"; break; + case ShaderLanguage::TYPE_BVEC4: pi.type=Variant::INT; pi.hint=PROPERTY_HINT_FLAGS; pi.hint_string="x,y,z,w"; break; + case ShaderLanguage::TYPE_UINT: + case ShaderLanguage::TYPE_INT: { + pi.type=Variant::INT; + if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { + pi.hint=PROPERTY_HINT_RANGE; + pi.hint_string=rtos(u.hint_range[0])+","+rtos(u.hint_range[1]); + } + + } break; + case ShaderLanguage::TYPE_IVEC2: + case ShaderLanguage::TYPE_IVEC3: + case ShaderLanguage::TYPE_IVEC4: + case ShaderLanguage::TYPE_UVEC2: + case ShaderLanguage::TYPE_UVEC3: + case ShaderLanguage::TYPE_UVEC4: { + + pi.type=Variant::INT_ARRAY; + } break; + case ShaderLanguage::TYPE_FLOAT: { + pi.type=Variant::REAL; + if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) { + pi.hint=PROPERTY_HINT_RANGE; + pi.hint_string=rtos(u.hint_range[0])+","+rtos(u.hint_range[1])+","+rtos(u.hint_range[2]); + } + + } break; + case ShaderLanguage::TYPE_VEC2: pi.type=Variant::VECTOR2; break; + case ShaderLanguage::TYPE_VEC3: pi.type=Variant::VECTOR3; break; + case ShaderLanguage::TYPE_VEC4: { + if (u.hint==ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) { + pi.type=Variant::COLOR; + } else { + pi.type=Variant::PLANE; + } + } break; + case ShaderLanguage::TYPE_MAT2: pi.type=Variant::MATRIX32; break; + case ShaderLanguage::TYPE_MAT3: pi.type=Variant::MATRIX3; break; + case ShaderLanguage::TYPE_MAT4: pi.type=Variant::TRANSFORM; break; + case ShaderLanguage::TYPE_SAMPLER2D: + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: { + + pi.type=Variant::OBJECT; + pi.hint=PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string="Texture"; + } break; + case ShaderLanguage::TYPE_SAMPLERCUBE: { + + pi.type=Variant::OBJECT; + pi.hint=PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string="CubeMap"; + } break; + }; + + p_param_list->push_back(pi); + + } +} + +void RasterizerStorageGLES3::shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture){ + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture)); + + if (p_texture.is_valid()) + shader->default_textures[p_name]=p_texture; + else + shader->default_textures.erase(p_name); + + _shader_make_dirty(shader); +} +RID RasterizerStorageGLES3::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{ + + const Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,RID()); + + const Map<StringName,RID>::Element *E=shader->default_textures.find(p_name); + if (!E) + return RID(); + return E->get(); +} + + +/* COMMON MATERIAL API */ + +void RasterizerStorageGLES3::_material_make_dirty(Material* p_material) const { + + if (p_material->dirty_list.in_list()) + return; + + _material_dirty_list.add(&p_material->dirty_list); +} + +RID RasterizerStorageGLES3::material_create(){ + + Material *material = memnew( Material ); + + return material_owner.make_rid(material); +} + +void RasterizerStorageGLES3::material_set_shader(RID p_material, RID p_shader){ + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + Shader *shader=shader_owner.getornull(p_shader); + + if (material->shader) { + //if shader, remove from previous shader material list + material->shader->materials.remove( &material->list ); + } + material->shader=shader; + + if (shader) { + shader->materials.add(&material->list); + } + + _material_make_dirty(material); + +} + +RID RasterizerStorageGLES3::material_get_shader(RID p_material) const{ + + const Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,RID()); + + if (material->shader) + return material->shader->self; + + return RID(); +} + +void RasterizerStorageGLES3::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value){ + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + if (p_value.get_type()==Variant::NIL) + material->params.erase(p_param); + else + material->params[p_param]=p_value; + + _material_make_dirty(material); + +} +Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName& p_param) const{ + + const Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,RID()); + + if (material->params.has(p_param)) + return material->params[p_param]; + + return Variant(); +} + +void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_width) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + material->line_width=p_width; + + +} + +bool RasterizerStorageGLES3::material_is_animated(RID p_material) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,false); + if (material->dirty_list.in_list()) { + _update_material(material); + } + + return material->is_animated_cache; + +} +bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,false); + if (material->dirty_list.in_list()) { + _update_material(material); + } + + return material->can_cast_shadow_cache; +} + +void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance); + if (E) { + E->get()++; + } else { + material->instance_owners[p_instance]=1; + } +} + +void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance); + ERR_FAIL_COND(!E); + E->get()--; + + if (E->get()==0) { + material->instance_owners.erase(E); + } +} + + + +_FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data,bool p_linear_color) { + switch(type) { + case ShaderLanguage::TYPE_BOOL: { + + bool v = value; + + GLuint *gui = (GLuint*)data; + *gui = v ? GL_TRUE : GL_FALSE; + } break; + case ShaderLanguage::TYPE_BVEC2: { + + int v = value; + GLuint *gui = (GLuint*)data; + gui[0]=v&1 ? GL_TRUE : GL_FALSE; + gui[1]=v&2 ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_BVEC3: { + + int v = value; + GLuint *gui = (GLuint*)data; + gui[0]=v&1 ? GL_TRUE : GL_FALSE; + gui[1]=v&2 ? GL_TRUE : GL_FALSE; + gui[2]=v&4 ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_BVEC4: { + + int v = value; + GLuint *gui = (GLuint*)data; + gui[0]=v&1 ? GL_TRUE : GL_FALSE; + gui[1]=v&2 ? GL_TRUE : GL_FALSE; + gui[2]=v&4 ? GL_TRUE : GL_FALSE; + gui[3]=v&8 ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_INT: { + + int v = value; + GLint *gui = (GLint*)data; + gui[0]=v; + + } break; + case ShaderLanguage::TYPE_IVEC2: { + + DVector<int> iv = value; + int s = iv.size(); + GLint *gui = (GLint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<2;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + + } + + } break; + case ShaderLanguage::TYPE_IVEC3: { + + DVector<int> iv = value; + int s = iv.size(); + GLint *gui = (GLint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<3;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + + } + } break; + case ShaderLanguage::TYPE_IVEC4: { + + + DVector<int> iv = value; + int s = iv.size(); + GLint *gui = (GLint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<4;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + + } + } break; + case ShaderLanguage::TYPE_UINT: { + + int v = value; + GLuint *gui = (GLuint*)data; + gui[0]=v; + + } break; + case ShaderLanguage::TYPE_UVEC2: { + + DVector<int> iv = value; + int s = iv.size(); + GLuint *gui = (GLuint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<2;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + + } + } break; + case ShaderLanguage::TYPE_UVEC3: { + DVector<int> iv = value; + int s = iv.size(); + GLuint *gui = (GLuint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<3;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + } + + } break; + case ShaderLanguage::TYPE_UVEC4: { + DVector<int> iv = value; + int s = iv.size(); + GLuint *gui = (GLuint*)data; + + DVector<int>::Read r = iv.read(); + + for(int i=0;i<4;i++) { + if (i<s) + gui[i]=r[i]; + else + gui[i]=0; + } + } break; + case ShaderLanguage::TYPE_FLOAT: { + float v = value; + GLfloat *gui = (GLfloat*)data; + gui[0]=v; + + } break; + case ShaderLanguage::TYPE_VEC2: { + Vector2 v = value; + GLfloat *gui = (GLfloat*)data; + gui[0]=v.x; + gui[1]=v.y; + + } break; + case ShaderLanguage::TYPE_VEC3: { + Vector3 v = value; + GLfloat *gui = (GLfloat*)data; + gui[0]=v.x; + gui[1]=v.y; + gui[2]=v.z; + + } break; + case ShaderLanguage::TYPE_VEC4: { + + GLfloat *gui = (GLfloat*)data; + + if (value.get_type()==Variant::COLOR) { + Color v=value; + + if (p_linear_color) { + v=v.to_linear(); + } + + gui[0]=v.r; + gui[1]=v.g; + gui[2]=v.b; + gui[3]=v.a; + } else if (value.get_type()==Variant::RECT2) { + Rect2 v=value; + + gui[0]=v.pos.x; + gui[1]=v.pos.y; + gui[2]=v.size.x; + gui[3]=v.size.y; + } else if (value.get_type()==Variant::QUAT) { + Quat v=value; + + gui[0]=v.x; + gui[1]=v.y; + gui[2]=v.z; + gui[3]=v.w; + } else { + Plane v=value; + + gui[0]=v.normal.x; + gui[1]=v.normal.y; + gui[2]=v.normal.x; + gui[3]=v.d; + + } + } break; + case ShaderLanguage::TYPE_MAT2: { + Matrix32 v = value; + GLfloat *gui = (GLfloat*)data; + + gui[ 0]=v.elements[0][0]; + gui[ 1]=v.elements[0][1]; + gui[ 2]=v.elements[1][0]; + gui[ 3]=v.elements[1][1]; + } break; + case ShaderLanguage::TYPE_MAT3: { + + + Matrix3 v = value; + GLfloat *gui = (GLfloat*)data; + + gui[ 0]=v.elements[0][0]; + gui[ 1]=v.elements[1][0]; + gui[ 2]=v.elements[2][0]; + gui[ 3]=0; + gui[ 4]=v.elements[0][1]; + gui[ 5]=v.elements[1][1]; + gui[ 6]=v.elements[2][1]; + gui[ 7]=0; + gui[ 8]=v.elements[0][2]; + gui[ 9]=v.elements[1][2]; + gui[10]=v.elements[2][2]; + gui[11]=0; + } break; + case ShaderLanguage::TYPE_MAT4: { + + Transform v = value; + GLfloat *gui = (GLfloat*)data; + + gui[ 0]=v.basis.elements[0][0]; + gui[ 1]=v.basis.elements[1][0]; + gui[ 2]=v.basis.elements[2][0]; + gui[ 3]=0; + gui[ 4]=v.basis.elements[0][1]; + gui[ 5]=v.basis.elements[1][1]; + gui[ 6]=v.basis.elements[2][1]; + gui[ 7]=0; + gui[ 8]=v.basis.elements[0][2]; + gui[ 9]=v.basis.elements[1][2]; + gui[10]=v.basis.elements[2][2]; + gui[11]=0; + gui[12]=v.origin.x; + gui[13]=v.origin.y; + gui[14]=v.origin.z; + gui[15]=1; + } break; + default: {} + } + +} + +_FORCE_INLINE_ static void _fill_std140_ubo_value(ShaderLanguage::DataType type, const Vector<ShaderLanguage::ConstantNode::Value>& value, uint8_t *data) { + + switch(type) { + case ShaderLanguage::TYPE_BOOL: { + + GLuint *gui = (GLuint*)data; + *gui = value[0].boolean ? GL_TRUE : GL_FALSE; + } break; + case ShaderLanguage::TYPE_BVEC2: { + + GLuint *gui = (GLuint*)data; + gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; + gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_BVEC3: { + + GLuint *gui = (GLuint*)data; + gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; + gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; + gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_BVEC4: { + + GLuint *gui = (GLuint*)data; + gui[0]=value[0].boolean ? GL_TRUE : GL_FALSE; + gui[1]=value[1].boolean ? GL_TRUE : GL_FALSE; + gui[2]=value[2].boolean ? GL_TRUE : GL_FALSE; + gui[3]=value[3].boolean ? GL_TRUE : GL_FALSE; + + } break; + case ShaderLanguage::TYPE_INT: { + + GLint *gui = (GLint*)data; + gui[0]=value[0].sint; + + } break; + case ShaderLanguage::TYPE_IVEC2: { + + GLint *gui = (GLint*)data; + + for(int i=0;i<2;i++) { + gui[i]=value[i].sint; + + } + + } break; + case ShaderLanguage::TYPE_IVEC3: { + + GLint *gui = (GLint*)data; + + for(int i=0;i<3;i++) { + gui[i]=value[i].sint; + + } + + } break; + case ShaderLanguage::TYPE_IVEC4: { + + GLint *gui = (GLint*)data; + + for(int i=0;i<4;i++) { + gui[i]=value[i].sint; + + } + + } break; + case ShaderLanguage::TYPE_UINT: { + + + GLuint *gui = (GLuint*)data; + gui[0]=value[0].uint; + + } break; + case ShaderLanguage::TYPE_UVEC2: { + + GLint *gui = (GLint*)data; + + for(int i=0;i<2;i++) { + gui[i]=value[i].uint; + } + } break; + case ShaderLanguage::TYPE_UVEC3: { + GLint *gui = (GLint*)data; + + for(int i=0;i<3;i++) { + gui[i]=value[i].uint; + } + + } break; + case ShaderLanguage::TYPE_UVEC4: { + GLint *gui = (GLint*)data; + + for(int i=0;i<4;i++) { + gui[i]=value[i].uint; + } + } break; + case ShaderLanguage::TYPE_FLOAT: { + + GLfloat *gui = (GLfloat*)data; + gui[0]=value[0].real; + + } break; + case ShaderLanguage::TYPE_VEC2: { + + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<2;i++) { + gui[i]=value[i].real; + } + + } break; + case ShaderLanguage::TYPE_VEC3: { + + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<3;i++) { + gui[i]=value[i].real; + } + + } break; + case ShaderLanguage::TYPE_VEC4: { + + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<4;i++) { + gui[i]=value[i].real; + } + } break; + case ShaderLanguage::TYPE_MAT2: { + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<2;i++) { + gui[i]=value[i].real; + } + } break; + case ShaderLanguage::TYPE_MAT3: { + + + + GLfloat *gui = (GLfloat*)data; + + gui[ 0]=value[0].real; + gui[ 1]=value[1].real; + gui[ 2]=value[2].real; + gui[ 3]=0; + gui[ 4]=value[3].real; + gui[ 5]=value[4].real; + gui[ 6]=value[5].real; + gui[ 7]=0; + gui[ 8]=value[6].real; + gui[ 9]=value[7].real; + gui[10]=value[8].real; + gui[11]=0; + } break; + case ShaderLanguage::TYPE_MAT4: { + + GLfloat *gui = (GLfloat*)data; + + for(int i=0;i<16;i++) { + gui[i]=value[i].real; + } + } break; + default: {} + } + +} + + +_FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, uint8_t *data) { + + switch(type) { + + case ShaderLanguage::TYPE_BOOL: + case ShaderLanguage::TYPE_INT: + case ShaderLanguage::TYPE_UINT: + case ShaderLanguage::TYPE_FLOAT: { + zeromem(data,4); + } break; + case ShaderLanguage::TYPE_BVEC2: + case ShaderLanguage::TYPE_IVEC2: + case ShaderLanguage::TYPE_UVEC2: + case ShaderLanguage::TYPE_VEC2: { + zeromem(data,8); + } break; + case ShaderLanguage::TYPE_BVEC3: + case ShaderLanguage::TYPE_IVEC3: + case ShaderLanguage::TYPE_UVEC3: + case ShaderLanguage::TYPE_VEC3: + case ShaderLanguage::TYPE_BVEC4: + case ShaderLanguage::TYPE_IVEC4: + case ShaderLanguage::TYPE_UVEC4: + case ShaderLanguage::TYPE_VEC4: + case ShaderLanguage::TYPE_MAT2:{ + + zeromem(data,16); + } break; + case ShaderLanguage::TYPE_MAT3:{ + + zeromem(data,48); + } break; + case ShaderLanguage::TYPE_MAT4:{ + zeromem(data,64); + } break; + + default: {} + } + +} + +void RasterizerStorageGLES3::_update_material(Material* material) { + + if (material->dirty_list.in_list()) + _material_dirty_list.remove( &material->dirty_list ); + + + if (material->shader && material->shader->dirty_list.in_list()) { + _update_shader(material->shader); + } + //update caches + + { + bool can_cast_shadow = false; + bool is_animated = false; + + if (material->shader && material->shader->mode==VS::SHADER_SPATIAL) { + if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode==Shader::Spatial::BLEND_MODE_MIX) { + can_cast_shadow=true; + } + + if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) { + is_animated=true; + } + + if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) { + is_animated=true; + } + + } + + if (can_cast_shadow!=material->can_cast_shadow_cache || is_animated!=material->is_animated_cache) { + material->can_cast_shadow_cache=can_cast_shadow; + material->is_animated_cache=is_animated; + + for(Map<Geometry*,int>::Element *E=material->geometry_owners.front();E;E=E->next()) { + E->key()->material_changed_notify(); + } + + for(Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) { + E->key()->base_material_changed(); + } + + } + + } + + + //clear ubo if it needs to be cleared + if (material->ubo_size) { + + if (!material->shader || material->shader->ubo_size!=material->ubo_size) { + //by by ubo + glDeleteBuffers(1,&material->ubo_id); + material->ubo_id=0; + material->ubo_size=0; + } + } + + //create ubo if it needs to be created + if (material->ubo_size==0 && material->shader && material->shader->ubo_size) { + + glGenBuffers(1, &material->ubo_id); + glBindBuffer(GL_UNIFORM_BUFFER, material->ubo_id); + glBufferData(GL_UNIFORM_BUFFER, material->shader->ubo_size, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + material->ubo_size=material->shader->ubo_size; + } + + //fill up the UBO if it needs to be filled + if (material->shader && material->ubo_size) { + uint8_t* local_ubo = (uint8_t*)alloca(material->ubo_size); + + for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=material->shader->uniforms.front();E;E=E->next()) { + + if (E->get().order<0) + continue; // texture, does not go here + + //regular uniform + uint8_t *data = &local_ubo[ material->shader->ubo_offsets[E->get().order] ]; + + Map<StringName,Variant>::Element *V = material->params.find(E->key()); + + if (V) { + //user provided + _fill_std140_variant_ubo_value(E->get().type,V->get(),data,material->shader->mode==VS::SHADER_SPATIAL); + + } else if (E->get().default_value.size()){ + //default value + _fill_std140_ubo_value(E->get().type,E->get().default_value,data); + //value=E->get().default_value; + } else { + //zero because it was not provided + _fill_std140_ubo_empty(E->get().type,data); + } + + + } + + glBindBuffer(GL_UNIFORM_BUFFER,material->ubo_id); + glBufferSubData(GL_UNIFORM_BUFFER, 0, material->ubo_size, local_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + //set up the texture array, for easy access when it needs to be drawn + if (material->shader && material->shader->texture_count) { + + material->textures.resize(material->shader->texture_count); + + for(Map<StringName,ShaderLanguage::ShaderNode::Uniform>::Element *E=material->shader->uniforms.front();E;E=E->next()) { + + if (E->get().texture_order<0) + continue; // not a texture, does not go here + + RID texture; + + Map<StringName,Variant>::Element *V = material->params.find(E->key()); + if (V) { + texture=V->get(); + } + + if (!texture.is_valid()) { + Map<StringName,RID>::Element *W = material->shader->default_textures.find(E->key()); + if (W) { + texture=W->get(); + } + } + + material->textures[ E->get().texture_order ]=texture; + + + } + + + } else { + material->textures.clear(); + } + +} + +void RasterizerStorageGLES3::_material_add_geometry(RID p_material,Geometry *p_geometry) { + + Material * material = material_owner.getornull(p_material); + ERR_FAIL_COND(!material); + + Map<Geometry*,int>::Element *I = material->geometry_owners.find(p_geometry); + + if (I) { + I->get()++; + } else { + material->geometry_owners[p_geometry]=1; + } + +} + +void RasterizerStorageGLES3::_material_remove_geometry(RID p_material,Geometry *p_geometry) { + + Material * material = material_owner.getornull(p_material); + ERR_FAIL_COND(!material); + + Map<Geometry*,int>::Element *I = material->geometry_owners.find(p_geometry); + ERR_FAIL_COND(!I); + + I->get()--; + if (I->get()==0) { + material->geometry_owners.erase(I); + } +} + + +void RasterizerStorageGLES3::update_dirty_materials() { + + while( _material_dirty_list.first() ) { + + Material *material = _material_dirty_list.first()->self(); + + _update_material(material); + } +} + +/* MESH API */ + +RID RasterizerStorageGLES3::mesh_create(){ + + Mesh * mesh = memnew( Mesh ); + + return mesh_owner.make_rid(mesh); +} + + +void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs){ + + DVector<uint8_t> array = p_array; + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + ERR_FAIL_COND(!(p_format&VS::ARRAY_FORMAT_VERTEX)); + + //must have index and bones, both. + { + uint32_t bones_weight = VS::ARRAY_FORMAT_BONES|VS::ARRAY_FORMAT_WEIGHTS; + ERR_EXPLAIN("Array must have both bones and weights in format or none."); + ERR_FAIL_COND( (p_format&bones_weight) && (p_format&bones_weight)!=bones_weight ); + } + + + bool has_morph = p_blend_shapes.size(); + + Surface::Attrib attribs[VS::ARRAY_MAX]; + + int stride=0; + + for(int i=0;i<VS::ARRAY_MAX;i++) { + + attribs[i].index=i; + + if (! (p_format&(1<<i) ) ) { + attribs[i].enabled=false; + attribs[i].integer=false; + continue; + } + + attribs[i].enabled=true; + attribs[i].offset=stride; + attribs[i].integer=false; + + switch(i) { + + case VS::ARRAY_VERTEX: { + + if (p_format&VS::ARRAY_FLAG_USE_2D_VERTICES) { + attribs[i].size=2; + } else { + attribs[i].size=(p_format&VS::ARRAY_COMPRESS_VERTEX)?4:3; + } + + if (p_format&VS::ARRAY_COMPRESS_VERTEX) { + attribs[i].type=GL_HALF_FLOAT; + stride+=attribs[i].size*2; + } else { + attribs[i].type=GL_FLOAT; + stride+=attribs[i].size*4; + } + + attribs[i].normalized=GL_FALSE; + + } break; + case VS::ARRAY_NORMAL: { + + attribs[i].size=3; + + if (p_format&VS::ARRAY_COMPRESS_NORMAL) { + attribs[i].type=GL_BYTE; + stride+=4; //pad extra byte + attribs[i].normalized=GL_TRUE; + } else { + attribs[i].type=GL_FLOAT; + stride+=12; + attribs[i].normalized=GL_FALSE; + } + + + + } break; + case VS::ARRAY_TANGENT: { + + attribs[i].size=4; + + if (p_format&VS::ARRAY_COMPRESS_TANGENT) { + attribs[i].type=GL_BYTE; + stride+=4; + attribs[i].normalized=GL_TRUE; + } else { + attribs[i].type=GL_FLOAT; + stride+=16; + attribs[i].normalized=GL_FALSE; + } + + + } break; + case VS::ARRAY_COLOR: { + + attribs[i].size=4; + + if (p_format&VS::ARRAY_COMPRESS_COLOR) { + attribs[i].type=GL_UNSIGNED_BYTE; + stride+=4; + attribs[i].normalized=GL_TRUE; + } else { + attribs[i].type=GL_FLOAT; + stride+=16; + attribs[i].normalized=GL_FALSE; + } + + + } break; + case VS::ARRAY_TEX_UV: { + + attribs[i].size=2; + + if (p_format&VS::ARRAY_COMPRESS_TEX_UV) { + attribs[i].type=GL_HALF_FLOAT; + stride+=4; + } else { + attribs[i].type=GL_FLOAT; + stride+=8; + } + + attribs[i].normalized=GL_FALSE; + + + } break; + case VS::ARRAY_TEX_UV2: { + + attribs[i].size=2; + + if (p_format&VS::ARRAY_COMPRESS_TEX_UV2) { + attribs[i].type=GL_HALF_FLOAT; + stride+=4; + } else { + attribs[i].type=GL_FLOAT; + stride+=8; + } + attribs[i].normalized=GL_FALSE; + + + + } break; + case VS::ARRAY_BONES: { + + attribs[i].size=4; + + if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) { + attribs[i].type=GL_UNSIGNED_SHORT; + stride+=8; + } else { + attribs[i].type=GL_UNSIGNED_BYTE; + stride+=4; + } + + attribs[i].normalized=GL_FALSE; + attribs[i].integer=true; + + + + } break; + case VS::ARRAY_WEIGHTS: { + + attribs[i].size=4; + + if (p_format&VS::ARRAY_COMPRESS_WEIGHTS) { + + attribs[i].type=GL_UNSIGNED_SHORT; + stride+=8; + attribs[i].normalized=GL_TRUE; + } else { + attribs[i].type=GL_FLOAT; + stride+=16; + attribs[i].normalized=GL_FALSE; + } + + } break; + case VS::ARRAY_INDEX: { + + attribs[i].size=1; + + if (p_vertex_count>=(1<<16)) { + attribs[i].type=GL_UNSIGNED_INT; + attribs[i].stride=4; + } else { + attribs[i].type=GL_UNSIGNED_SHORT; + attribs[i].stride=2; + } + + attribs[i].normalized=GL_FALSE; + + } break; + + } + } + + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + attribs[i].stride=stride; + } + + //validate sizes + + int array_size = stride * p_vertex_count; + int index_array_size=0; + + print_line("desired size: "+itos(array_size)+" vcount "+itos(p_vertex_count)+" should be: "+itos(array.size()+p_vertex_count*2)+" but is "+itos(array.size())); + if (array.size()!=array_size && array.size()+p_vertex_count*2 == array_size) { + //old format, convert + array = DVector<uint8_t>(); + + array.resize( p_array.size()+p_vertex_count*2 ); + + DVector<uint8_t>::Write w = array.write(); + DVector<uint8_t>::Read r = p_array.read(); + + uint16_t *w16 = (uint16_t*)w.ptr(); + const uint16_t *r16 = (uint16_t*)r.ptr(); + + uint16_t one = Math::make_half_float(1); + + for(int i=0;i<p_vertex_count;i++) { + + *w16++ = *r16++; + *w16++ = *r16++; + *w16++ = *r16++; + *w16++ = one; + for(int j=0;j<(stride/2)-4;j++) { + *w16++ = *r16++; + } + } + + } + + ERR_FAIL_COND(array.size()!=array_size); + + if (p_format&VS::ARRAY_FORMAT_INDEX) { + + index_array_size=attribs[VS::ARRAY_INDEX].stride*p_index_count; + } + + + ERR_FAIL_COND(p_index_array.size()!=index_array_size); + + ERR_FAIL_COND(p_blend_shapes.size()!=mesh->morph_target_count); + + for(int i=0;i<p_blend_shapes.size();i++) { + ERR_FAIL_COND(p_blend_shapes[i].size()!=array_size); + } + + //ok all valid, create stuff + + Surface * surface = memnew( Surface ); + + surface->active=true; + surface->array_len=p_vertex_count; + surface->index_array_len=p_index_count; + surface->array_byte_size=array.size(); + surface->index_array_byte_size=p_index_array.size(); + surface->primitive=p_primitive; + surface->mesh=mesh; + surface->format=p_format; + surface->skeleton_bone_aabb=p_bone_aabbs; + surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size()); + surface->aabb=p_aabb; + surface->max_bone=p_bone_aabbs.size(); + + for(int i=0;i<surface->skeleton_bone_used.size();i++) { + if (surface->skeleton_bone_aabb[i].size.x<0 || surface->skeleton_bone_aabb[i].size.y<0 || surface->skeleton_bone_aabb[i].size.z<0) { + surface->skeleton_bone_used[i]=false; + } else { + surface->skeleton_bone_used[i]=true; + } + } + + for(int i=0;i<VS::ARRAY_MAX;i++) { + surface->attribs[i]=attribs[i]; + } + + { + + DVector<uint8_t>::Read vr = array.read(); + + glGenBuffers(1,&surface->vertex_id); + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + + if (p_format&VS::ARRAY_FORMAT_INDEX) { + + DVector<uint8_t>::Read ir = p_index_array.read(); + + glGenBuffers(1,&surface->index_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_size,ir.ptr(),GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind + + + } + + //generate arrays for faster state switching + + for(int ai=0;ai<2;ai++) { + + if (ai==0) { + //for normal draw + glGenVertexArrays(1,&surface->array_id); + glBindVertexArray(surface->array_id); + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + } else if (ai==1) { + //for instancing draw (can be changed and no one cares) + glGenVertexArrays(1,&surface->instancing_array_id); + glBindVertexArray(surface->instancing_array_id); + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + } + + + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + if (!attribs[i].enabled) + continue; + + if (attribs[i].integer) { + glVertexAttribIPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].stride,((uint8_t*)0)+attribs[i].offset); + } else { + glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset); + } + glEnableVertexAttribArray(attribs[i].index); + + } + + if (surface->index_id) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + } + + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + } + + } + + { + + //blend shapes + + for(int i=0;i<p_blend_shapes.size();i++) { + + Surface::MorphTarget mt; + + DVector<uint8_t>::Read vr = p_blend_shapes[i].read(); + + glGenBuffers(1,&mt.vertex_id); + glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id); + glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + glGenVertexArrays(1,&mt.array_id); + glBindVertexArray(mt.array_id); + glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id); + + for(int j=0;j<VS::ARRAY_MAX-1;j++) { + + if (!attribs[j].enabled) + continue; + + if (attribs[j].integer) { + glVertexAttribIPointer(attribs[j].index,attribs[j].size,attribs[j].type,attribs[j].stride,((uint8_t*)0)+attribs[j].offset); + } else { + glVertexAttribPointer(attribs[j].index,attribs[j].size,attribs[j].type,attribs[j].normalized,attribs[j].stride,((uint8_t*)0)+attribs[j].offset); + } + glEnableVertexAttribArray(attribs[j].index); + + } + + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + surface->morph_targets.push_back(mt); + + } + } + + mesh->surfaces.push_back(surface); + mesh->instance_change_notify(); +} + +void RasterizerStorageGLES3::mesh_set_morph_target_count(RID p_mesh,int p_amount){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + + ERR_FAIL_COND(mesh->surfaces.size()!=0); + ERR_FAIL_COND(p_amount<0); + + mesh->morph_target_count=p_amount; + +} +int RasterizerStorageGLES3::mesh_get_morph_target_count(RID p_mesh) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,0); + + return mesh->morph_target_count; +} + + +void RasterizerStorageGLES3::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + mesh->morph_target_mode=p_mode; + +} +VS::MorphTargetMode RasterizerStorageGLES3::mesh_get_morph_target_mode(RID p_mesh) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED); + + return mesh->morph_target_mode; +} + +void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX(p_surface,mesh->surfaces.size()); + + if (mesh->surfaces[p_surface]->material==p_material) + return; + + if (mesh->surfaces[p_surface]->material.is_valid()) { + _material_remove_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]); + } + + mesh->surfaces[p_surface]->material=p_material; + + if (mesh->surfaces[p_surface]->material.is_valid()) { + _material_add_geometry(mesh->surfaces[p_surface]->material,mesh->surfaces[p_surface]); + } + + mesh->instance_material_change_notify(); + + +} +RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,RID()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),RID()); + + return mesh->surfaces[p_surface]->material; +} + +int RasterizerStorageGLES3::mesh_surface_get_array_len(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,0); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); + + return mesh->surfaces[p_surface]->array_len; + +} +int RasterizerStorageGLES3::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,0); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); + + return mesh->surfaces[p_surface]->index_array_len; +} + +DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,DVector<uint8_t>()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>()); + + Surface *surface = mesh->surfaces[p_surface]; + + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + void * data = glMapBufferRange(GL_ARRAY_BUFFER,0,surface->array_byte_size,GL_MAP_READ_BIT); + + ERR_FAIL_COND_V(!data,DVector<uint8_t>()); + + DVector<uint8_t> ret; + ret.resize(surface->array_byte_size); + + { + + DVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(),data,surface->array_byte_size); + } + glUnmapBuffer(GL_ARRAY_BUFFER); + + + return ret; +} + +DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh, int p_surface) const { + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,DVector<uint8_t>()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>()); + + Surface *surface = mesh->surfaces[p_surface]; + + ERR_FAIL_COND_V(surface->index_array_len==0,DVector<uint8_t>()); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,surface->index_array_byte_size,GL_MAP_READ_BIT); + + ERR_FAIL_COND_V(!data,DVector<uint8_t>()); + + DVector<uint8_t> ret; + ret.resize(surface->index_array_byte_size); + + { + + DVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(),data,surface->index_array_byte_size); + } + + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); + + return ret; +} + + +uint32_t RasterizerStorageGLES3::mesh_surface_get_format(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + + ERR_FAIL_COND_V(!mesh,0); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0); + + return mesh->surfaces[p_surface]->format; + +} + +VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_MAX); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),VS::PRIMITIVE_MAX); + + return mesh->surfaces[p_surface]->primitive; +} + +AABB RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const { + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,AABB()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),AABB()); + + return mesh->surfaces[p_surface]->aabb; + + +} +Vector<DVector<uint8_t> > RasterizerStorageGLES3::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,Vector<DVector<uint8_t> >()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<DVector<uint8_t> >()); + + Vector<DVector<uint8_t> > bsarr; + + for(int i=0;i<mesh->surfaces[p_surface]->morph_targets.size();i++) { + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mesh->surfaces[p_surface]->morph_targets[i].vertex_id); + void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,mesh->surfaces[p_surface]->array_byte_size,GL_MAP_READ_BIT); + + ERR_FAIL_COND_V(!data,Vector<DVector<uint8_t> >()); + + DVector<uint8_t> ret; + ret.resize(mesh->surfaces[p_surface]->array_byte_size); + + { + + DVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(),data,mesh->surfaces[p_surface]->array_byte_size); + } + + bsarr.push_back(ret); + + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); + } + + return bsarr; + +} +Vector<AABB> RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,Vector<AABB >()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<AABB >()); + + return mesh->surfaces[p_surface]->skeleton_bone_aabb; + +} + + +void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX(p_surface,mesh->surfaces.size()); + + Surface *surface = mesh->surfaces[p_surface]; + + if (surface->material.is_valid()) { + _material_remove_geometry(surface->material,mesh->surfaces[p_surface]); + } + + glDeleteBuffers(1,&surface->vertex_id); + if (surface->index_id) { + glDeleteBuffers(1,&surface->index_id); + } + + glDeleteVertexArrays(1,&surface->array_id); + + for(int i=0;i<surface->morph_targets.size();i++) { + + glDeleteBuffers(1,&surface->morph_targets[i].vertex_id); + glDeleteVertexArrays(1,&surface->morph_targets[i].array_id); + } + + mesh->instance_material_change_notify(); + + memdelete(surface); + + mesh->surfaces.remove(p_surface); + + mesh->instance_change_notify(); +} +int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,0); + return mesh->surfaces.size(); + +} + +void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + mesh->custom_aabb=p_aabb; +} +AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,AABB()); + + return mesh->custom_aabb; + +} + +AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh,RID p_skeleton) const{ + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,AABB()); + + if (mesh->custom_aabb!=AABB()) + return mesh->custom_aabb; + + Skeleton *sk=NULL; + if (p_skeleton.is_valid()) + sk=skeleton_owner.get(p_skeleton); + + AABB aabb; + + if (sk && sk->size!=0) { + + + for (int i=0;i<mesh->surfaces.size();i++) { + + AABB laabb; + if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) { + + + int bs = mesh->surfaces[i]->skeleton_bone_aabb.size(); + const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr(); + const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr(); + + int sbs = sk->size; + ERR_CONTINUE(bs>sbs); + float *skb = sk->bones.ptr(); + + + + bool first=true; + if (sk->use_2d) { + for(int j=0;j<bs;j++) { + + if (!skused[j]) + continue; + + float *dataptr = &skb[8*j]; + + Transform mtx; + + mtx.basis.elements[0][0]=dataptr[ 0]; + mtx.basis.elements[0][1]=dataptr[ 1]; + mtx.origin[0]=dataptr[ 3]; + mtx.basis.elements[1][0]=dataptr[ 4]; + mtx.basis.elements[1][1]=dataptr[ 5]; + mtx.origin[1]=dataptr[ 7]; + + AABB baabb = mtx.xform( skbones[j] ); + if (first) { + laabb=baabb; + first=false; + } else { + laabb.merge_with(baabb); + } + } + } else { + for(int j=0;j<bs;j++) { + + if (!skused[j]) + continue; + + float *dataptr = &skb[12*j]; + + Transform mtx; + mtx.basis.elements[0][0]=dataptr[ 0]; + mtx.basis.elements[0][1]=dataptr[ 1]; + mtx.basis.elements[0][2]=dataptr[ 2]; + mtx.origin.x=dataptr[ 3]; + mtx.basis.elements[1][0]=dataptr[ 4]; + mtx.basis.elements[1][1]=dataptr[ 5]; + mtx.basis.elements[1][2]=dataptr[ 6]; + mtx.origin.y=dataptr[ 7]; + mtx.basis.elements[2][0]=dataptr[ 8]; + mtx.basis.elements[2][1]=dataptr[ 9]; + mtx.basis.elements[2][2]=dataptr[10]; + mtx.origin.z=dataptr[11]; + + AABB baabb = mtx.xform ( skbones[j] ); + if (first) { + laabb=baabb; + first=false; + } else { + laabb.merge_with(baabb); + } + } + } + + } else { + + laabb=mesh->surfaces[i]->aabb; + } + + if (i==0) + aabb=laabb; + else + aabb.merge_with(laabb); + } + } else { + + for (int i=0;i<mesh->surfaces.size();i++) { + + if (i==0) + aabb=mesh->surfaces[i]->aabb; + else + aabb.merge_with(mesh->surfaces[i]->aabb); + } + + } + + return aabb; + +} +void RasterizerStorageGLES3::mesh_clear(RID p_mesh){ + + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + + while(mesh->surfaces.size()) { + mesh_remove_surface(p_mesh,0); + } +} + +void RasterizerStorageGLES3::mesh_render_blend_shapes(Surface *s, float *p_weights) { + + glBindVertexArray(s->array_id); + + BlendShapeShaderGLES3::Conditionals cond[VS::ARRAY_MAX-1]={ + BlendShapeShaderGLES3::ENABLE_NORMAL, //will be ignored + BlendShapeShaderGLES3::ENABLE_NORMAL, + BlendShapeShaderGLES3::ENABLE_TANGENT, + BlendShapeShaderGLES3::ENABLE_COLOR, + BlendShapeShaderGLES3::ENABLE_UV, + BlendShapeShaderGLES3::ENABLE_UV2, + BlendShapeShaderGLES3::ENABLE_SKELETON, + BlendShapeShaderGLES3::ENABLE_SKELETON, + }; + + int stride=0; + + if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) { + stride=2*4; + } else { + stride=3*4; + } + + static const int sizes[VS::ARRAY_MAX-1]={ + 3*4, + 3*4, + 4*4, + 4*4, + 2*4, + 2*4, + 4*4, + 4*4 + }; + + for(int i=1;i<VS::ARRAY_MAX-1;i++) { + shaders.blend_shapes.set_conditional(cond[i],s->format&(1<<i)); //enable conditional for format + if (s->format&(1<<i)) { + stride+=sizes[i]; + } + } + + + //copy all first + float base_weight=1.0; + + int mtc = s->morph_targets.size(); + + if (s->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED) { + + for(int i=0;i<mtc;i++) { + base_weight-=p_weights[i]; + } + } + + + + shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,false); //first pass does not blend + shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::USE_2D_VERTEX,s->format&VS::ARRAY_FLAG_USE_2D_VERTICES); //use 2D vertices if needed + + shaders.blend_shapes.bind(); + + shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,base_weight); + glEnable(GL_RASTERIZER_DISCARD); + + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[0]); + glBeginTransformFeedback(GL_POINTS); + glDrawArrays(GL_POINTS,0,s->array_len); + glEndTransformFeedback(); + + + shaders.blend_shapes.set_conditional(BlendShapeShaderGLES3::ENABLE_BLEND,true); //first pass does not blend + shaders.blend_shapes.bind(); + + for(int ti=0;ti<mtc;ti++) { + float weight = p_weights[ti]; + + if (weight<0.001) //not bother with this one + continue; + + glBindVertexArray(s->morph_targets[ti].array_id); + glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]); + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, resources.transform_feedback_buffers[1]); + + shaders.blend_shapes.set_uniform(BlendShapeShaderGLES3::BLEND_AMOUNT,weight); + + int ofs=0; + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + if (s->format&(1<<i)) { + glEnableVertexAttribArray(i+8); + switch(i) { + + case VS::ARRAY_VERTEX: { + if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) { + glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + } else { + glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=3*4; + } + } break; + case VS::ARRAY_NORMAL: { + glVertexAttribPointer(i+8,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=3*4; + } break; + case VS::ARRAY_TANGENT: { + glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_COLOR: { + glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_TEX_UV: { + glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + + } break; + case VS::ARRAY_TEX_UV2: { + glVertexAttribPointer(i+8,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + + } break; + case VS::ARRAY_BONES: { + glVertexAttribIPointer(i+8,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_WEIGHTS: { + glVertexAttribPointer(i+8,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + } + + } else { + glDisableVertexAttribArray(i+8); + } + } + + glBeginTransformFeedback(GL_POINTS); + glDrawArrays(GL_POINTS,0,s->array_len); + glEndTransformFeedback(); + + + SWAP(resources.transform_feedback_buffers[0],resources.transform_feedback_buffers[1]); + + } + + glDisable(GL_RASTERIZER_DISCARD); + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); + + + glBindVertexArray(resources.transform_feedback_array); + glBindBuffer(GL_ARRAY_BUFFER, resources.transform_feedback_buffers[0]); + + int ofs=0; + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + if (s->format&(1<<i)) { + glEnableVertexAttribArray(i); + switch(i) { + + case VS::ARRAY_VERTEX: { + if (s->format&VS::ARRAY_FLAG_USE_2D_VERTICES) { + glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + } else { + glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=3*4; + } + } break; + case VS::ARRAY_NORMAL: { + glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=3*4; + } break; + case VS::ARRAY_TANGENT: { + glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_COLOR: { + glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_TEX_UV: { + glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + + } break; + case VS::ARRAY_TEX_UV2: { + glVertexAttribPointer(i,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=2*4; + + } break; + case VS::ARRAY_BONES: { + glVertexAttribIPointer(i,4,GL_UNSIGNED_INT,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + case VS::ARRAY_WEIGHTS: { + glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)0)+ofs); + ofs+=4*4; + + } break; + } + + } else { + glDisableVertexAttribArray(i); + } + } + + if (s->index_array_len) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); + } + +} + +/* MULTIMESH API */ + + +RID RasterizerStorageGLES3::multimesh_create(){ + + MultiMesh *multimesh = memnew( MultiMesh ); + return multimesh_owner.make_rid(multimesh); +} + +void RasterizerStorageGLES3::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + + if (multimesh->size==p_instances && multimesh->transform_format==p_transform_format && multimesh->color_format==p_color_format) + return; + + if (multimesh->buffer) { + glDeleteBuffers(1,&multimesh->buffer); + multimesh->data.resize(0); + } + + multimesh->size=p_instances; + multimesh->transform_format=p_transform_format; + multimesh->color_format=p_color_format; + + if (multimesh->size) { + + if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) { + multimesh->xform_floats=8; + } else { + multimesh->xform_floats=12; + + } + + if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) { + multimesh->color_floats=0; + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { + multimesh->color_floats=1; + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { + multimesh->color_floats=4; + } + + int format_floats = multimesh->color_floats+multimesh->xform_floats; + multimesh->data.resize(format_floats*p_instances); + for(int i=0;i<p_instances;i+=format_floats) { + + int color_from=0; + + if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) { + multimesh->data[i+0]=1.0; + multimesh->data[i+1]=0.0; + multimesh->data[i+2]=0.0; + multimesh->data[i+3]=0.0; + multimesh->data[i+4]=0.0; + multimesh->data[i+5]=1.0; + multimesh->data[i+6]=0.0; + multimesh->data[i+7]=0.0; + color_from=8; + } else { + multimesh->data[i+0]=1.0; + multimesh->data[i+1]=0.0; + multimesh->data[i+2]=0.0; + multimesh->data[i+3]=0.0; + multimesh->data[i+4]=0.0; + multimesh->data[i+5]=1.0; + multimesh->data[i+6]=0.0; + multimesh->data[i+7]=0.0; + multimesh->data[i+8]=0.0; + multimesh->data[i+9]=0.0; + multimesh->data[i+10]=1.0; + multimesh->data[i+11]=0.0; + color_from=12; + } + + if (multimesh->color_format==VS::MULTIMESH_COLOR_NONE) { + //none + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { + + union { + uint32_t colu; + float colf; + } cu; + + cu.colu=0xFFFFFFFF; + multimesh->data[i+color_from+0]=cu.colf; + + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { + multimesh->data[i+color_from+0]=1.0; + multimesh->data[i+color_from+1]=1.0; + multimesh->data[i+color_from+2]=1.0; + multimesh->data[i+color_from+3]=1.0; + } + } + + glGenBuffers(1,&multimesh->buffer); + glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer); + glBufferData(GL_ARRAY_BUFFER,multimesh->data.size()*sizeof(float),NULL,GL_DYNAMIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER,0); + + } + + multimesh->dirty_data=true; + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } + +} + +int RasterizerStorageGLES3::multimesh_get_instance_count(RID p_multimesh) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,0); + + return multimesh->size; +} + +void RasterizerStorageGLES3::multimesh_set_mesh(RID p_multimesh,RID p_mesh){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + + multimesh->mesh=p_mesh; + + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } +} + +void RasterizerStorageGLES3::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index,multimesh->size); + ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index]; + + dataptr[ 0]=p_transform.basis.elements[0][0]; + dataptr[ 1]=p_transform.basis.elements[0][1]; + dataptr[ 2]=p_transform.basis.elements[0][2]; + dataptr[ 3]=p_transform.origin.x; + dataptr[ 4]=p_transform.basis.elements[1][0]; + dataptr[ 5]=p_transform.basis.elements[1][1]; + dataptr[ 6]=p_transform.basis.elements[1][2]; + dataptr[ 7]=p_transform.origin.y; + dataptr[ 8]=p_transform.basis.elements[2][0]; + dataptr[ 9]=p_transform.basis.elements[2][1]; + dataptr[10]=p_transform.basis.elements[2][2]; + dataptr[11]=p_transform.origin.z; + + multimesh->dirty_data=true; + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } +} + +void RasterizerStorageGLES3::multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index,multimesh->size); + ERR_FAIL_COND(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index]; + + dataptr[ 0]=p_transform.elements[0][0]; + dataptr[ 1]=p_transform.elements[1][0]; + dataptr[ 2]=0; + dataptr[ 3]=p_transform.elements[2][0]; + dataptr[ 4]=p_transform.elements[0][1]; + dataptr[ 5]=p_transform.elements[1][1]; + dataptr[ 6]=0; + dataptr[ 7]=p_transform.elements[2][1]; + + multimesh->dirty_data=true; + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } +} +void RasterizerStorageGLES3::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index,multimesh->size); + ERR_FAIL_COND(multimesh->color_format==VS::MULTIMESH_COLOR_NONE); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index+multimesh->xform_floats]; + + if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { + + uint8_t *data8=(uint8_t*)dataptr; + data8[0]=CLAMP(p_color.r*255.0,0,255); + data8[1]=CLAMP(p_color.g*255.0,0,255); + data8[2]=CLAMP(p_color.b*255.0,0,255); + data8[3]=CLAMP(p_color.a*255.0,0,255); + + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { + dataptr[ 0]=p_color.r; + dataptr[ 1]=p_color.g; + dataptr[ 2]=p_color.b; + dataptr[ 3]=p_color.a; + } + + + multimesh->dirty_data=true; + multimesh->dirty_aabb=true; + + if (!multimesh->update_list.in_list()) { + multimesh_update_list.add(&multimesh->update_list); + } +} + +RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,RID()); + + return multimesh->mesh; +} + + +Transform RasterizerStorageGLES3::multimesh_instance_get_transform(RID p_multimesh,int p_index) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Transform()); + ERR_FAIL_INDEX_V(p_index,multimesh->size,Transform()); + ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D,Transform()); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index]; + + Transform xform; + + xform.basis.elements[0][0]=dataptr[ 0]; + xform.basis.elements[0][1]=dataptr[ 1]; + xform.basis.elements[0][2]=dataptr[ 2]; + xform.origin.x=dataptr[ 3]; + xform.basis.elements[1][0]=dataptr[ 4]; + xform.basis.elements[1][1]=dataptr[ 5]; + xform.basis.elements[1][2]=dataptr[ 6]; + xform.origin.y=dataptr[ 7]; + xform.basis.elements[2][0]=dataptr[ 8]; + xform.basis.elements[2][1]=dataptr[ 9]; + xform.basis.elements[2][2]=dataptr[10]; + xform.origin.z=dataptr[11]; + + return xform; +} +Matrix32 RasterizerStorageGLES3::multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Matrix32()); + ERR_FAIL_INDEX_V(p_index,multimesh->size,Matrix32()); + ERR_FAIL_COND_V(multimesh->transform_format==VS::MULTIMESH_TRANSFORM_3D,Matrix32()); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index]; + + Matrix32 xform; + + xform.elements[0][0]=dataptr[ 0]; + xform.elements[1][0]=dataptr[ 1]; + xform.elements[2][0]=dataptr[ 3]; + xform.elements[0][1]=dataptr[ 4]; + xform.elements[1][1]=dataptr[ 5]; + xform.elements[2][1]=dataptr[ 7]; + + return xform; +} + +Color RasterizerStorageGLES3::multimesh_instance_get_color(RID p_multimesh,int p_index) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Color()); + ERR_FAIL_INDEX_V(p_index,multimesh->size,Color()); + ERR_FAIL_COND_V(multimesh->color_format==VS::MULTIMESH_COLOR_NONE,Color()); + + int stride = multimesh->color_floats+multimesh->xform_floats; + float *dataptr=&multimesh->data[stride*p_index+multimesh->color_floats]; + + if (multimesh->color_format==VS::MULTIMESH_COLOR_8BIT) { + union { + uint32_t colu; + float colf; + } cu; + + return Color::hex(BSWAP32(cu.colu)); + + } else if (multimesh->color_format==VS::MULTIMESH_COLOR_FLOAT) { + Color c; + c.r=dataptr[ 0]; + c.g=dataptr[ 1]; + c.b=dataptr[ 2]; + c.a=dataptr[ 3]; + + return c; + } + + return Color(); + +} + +void RasterizerStorageGLES3::multimesh_set_visible_instances(RID p_multimesh,int p_visible){ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND(!multimesh); + + multimesh->visible_instances=p_visible; +} +int RasterizerStorageGLES3::multimesh_get_visible_instances(RID p_multimesh) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,-1); + + return multimesh->visible_instances; +} + +AABB RasterizerStorageGLES3::multimesh_get_aabb(RID p_multimesh) const{ + + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + ERR_FAIL_COND_V(!multimesh,AABB()); + + const_cast<RasterizerStorageGLES3*>(this)->update_dirty_multimeshes(); //update pending AABBs + + return multimesh->aabb; +} + +void RasterizerStorageGLES3::update_dirty_multimeshes() { + + while(multimesh_update_list.first()) { + + MultiMesh *multimesh = multimesh_update_list.first()->self(); + + if (multimesh->size && multimesh->dirty_data) { + + + glBindBuffer(GL_ARRAY_BUFFER,multimesh->buffer); + glBufferSubData(GL_ARRAY_BUFFER,0,multimesh->data.size()*sizeof(float),multimesh->data.ptr()); + glBindBuffer(GL_ARRAY_BUFFER,0); + + + } + + + + if (multimesh->size && multimesh->dirty_aabb) { + + AABB mesh_aabb; + + if (multimesh->mesh.is_valid()) { + mesh_aabb=mesh_get_aabb(multimesh->mesh,RID()); + } else { + mesh_aabb.size+=Vector3(0.001,0.001,0.001); + } + + int stride=multimesh->color_floats+multimesh->xform_floats; + int count = multimesh->data.size(); + float *data=multimesh->data.ptr(); + + AABB aabb; + + if (multimesh->transform_format==VS::MULTIMESH_TRANSFORM_2D) { + + for(int i=0;i<count;i+=stride) { + + float *dataptr=&data[i]; + Transform xform; + xform.basis[0][0]=dataptr[ 0]; + xform.basis[0][1]=dataptr[ 1]; + xform.origin[0]=dataptr[ 3]; + xform.basis[1][0]=dataptr[ 4]; + xform.basis[1][1]=dataptr[ 5]; + xform.origin[1]=dataptr[ 7]; + + AABB laabb = xform.xform(mesh_aabb); + if (i==0) + aabb=laabb; + else + aabb.merge_with(laabb); + } + } else { + + for(int i=0;i<count;i+=stride) { + + float *dataptr=&data[i]; + Transform xform; + + xform.basis.elements[0][0]=dataptr[ 0]; + xform.basis.elements[0][1]=dataptr[ 1]; + xform.basis.elements[0][2]=dataptr[ 2]; + xform.origin.x=dataptr[ 3]; + xform.basis.elements[1][0]=dataptr[ 4]; + xform.basis.elements[1][1]=dataptr[ 5]; + xform.basis.elements[1][2]=dataptr[ 6]; + xform.origin.y=dataptr[ 7]; + xform.basis.elements[2][0]=dataptr[ 8]; + xform.basis.elements[2][1]=dataptr[ 9]; + xform.basis.elements[2][2]=dataptr[10]; + xform.origin.z=dataptr[11]; + + AABB laabb = xform.xform(mesh_aabb); + if (i==0) + aabb=laabb; + else + aabb.merge_with(laabb); + } + } + + multimesh->aabb=aabb; + } + multimesh->dirty_aabb=false; + multimesh->dirty_data=false; + + multimesh->instance_change_notify(); + + multimesh_update_list.remove(multimesh_update_list.first()); + } +} + +/* IMMEDIATE API */ + + +RID RasterizerStorageGLES3::immediate_create() { + + Immediate *im = memnew( Immediate ); + return immediate_owner.make_rid(im); + +} + +void RasterizerStorageGLES3::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(im->building); + + Immediate::Chunk ic; + ic.texture=p_texture; + ic.primitive=p_rimitive; + im->chunks.push_back(ic); + im->mask=0; + im->building=true; + + +} +void RasterizerStorageGLES3::immediate_vertex(RID p_immediate,const Vector3& p_vertex){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + Immediate::Chunk *c = &im->chunks.back()->get(); + + + if (c->vertices.empty() && im->chunks.size()==1) { + + im->aabb.pos=p_vertex; + im->aabb.size=Vector3(); + } else { + im->aabb.expand_to(p_vertex); + } + + if (im->mask&VS::ARRAY_FORMAT_NORMAL) + c->normals.push_back(chunk_normal); + if (im->mask&VS::ARRAY_FORMAT_TANGENT) + c->tangents.push_back(chunk_tangent); + if (im->mask&VS::ARRAY_FORMAT_COLOR) + c->colors.push_back(chunk_color); + if (im->mask&VS::ARRAY_FORMAT_TEX_UV) + c->uvs.push_back(chunk_uv); + if (im->mask&VS::ARRAY_FORMAT_TEX_UV2) + c->uvs2.push_back(chunk_uv2); + im->mask|=VS::ARRAY_FORMAT_VERTEX; + c->vertices.push_back(p_vertex); + +} + + +void RasterizerStorageGLES3::immediate_normal(RID p_immediate,const Vector3& p_normal){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_NORMAL; + chunk_normal=p_normal; + +} +void RasterizerStorageGLES3::immediate_tangent(RID p_immediate,const Plane& p_tangent){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_TANGENT; + chunk_tangent=p_tangent; + +} +void RasterizerStorageGLES3::immediate_color(RID p_immediate,const Color& p_color){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_COLOR; + chunk_color=p_color; + +} +void RasterizerStorageGLES3::immediate_uv(RID p_immediate,const Vector2& tex_uv){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_TEX_UV; + chunk_uv=tex_uv; + +} +void RasterizerStorageGLES3::immediate_uv2(RID p_immediate,const Vector2& tex_uv){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_TEX_UV2; + chunk_uv2=tex_uv; + +} + +void RasterizerStorageGLES3::immediate_end(RID p_immediate){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->building=false; + + im->instance_change_notify(); + +} +void RasterizerStorageGLES3::immediate_clear(RID p_immediate) { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(im->building); + + im->chunks.clear(); + im->instance_change_notify(); + +} + +AABB RasterizerStorageGLES3::immediate_get_aabb(RID p_immediate) const { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND_V(!im,AABB()); + return im->aabb; +} + +void RasterizerStorageGLES3::immediate_set_material(RID p_immediate,RID p_material) { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + im->material=p_material; + im->instance_material_change_notify(); + +} + +RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const { + + const Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND_V(!im,RID()); + return im->material; + +} + +/* SKELETON API */ + +RID RasterizerStorageGLES3::skeleton_create(){ + + Skeleton *skeleton = memnew( Skeleton ); + return skeleton_owner.make_rid(skeleton); +} + +void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton){ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND(!skeleton); + ERR_FAIL_COND(p_bones<0); + + if (skeleton->size==p_bones && skeleton->use_2d==p_2d_skeleton) + return; + + if (skeleton->ubo) { + glDeleteBuffers(1,&skeleton->ubo); + skeleton->ubo=0; + } + + skeleton->size=p_bones; + if (p_2d_skeleton) { + skeleton->bones.resize(p_bones*8); + for(int i=0;i<skeleton->bones.size();i+=8) { + skeleton->bones[i+0]=1; + skeleton->bones[i+1]=0; + skeleton->bones[i+2]=0; + skeleton->bones[i+3]=0; + skeleton->bones[i+4]=0; + skeleton->bones[i+5]=1; + skeleton->bones[i+6]=0; + skeleton->bones[i+7]=0; + } + + } else { + skeleton->bones.resize(p_bones*12); + for(int i=0;i<skeleton->bones.size();i+=12) { + skeleton->bones[i+0]=1; + skeleton->bones[i+1]=0; + skeleton->bones[i+2]=0; + skeleton->bones[i+3]=0; + skeleton->bones[i+4]=0; + skeleton->bones[i+5]=1; + skeleton->bones[i+6]=0; + skeleton->bones[i+7]=0; + skeleton->bones[i+8]=0; + skeleton->bones[i+9]=0; + skeleton->bones[i+10]=1; + skeleton->bones[i+11]=0; + } + + } + + + + if (p_bones) { + glGenBuffers(1, &skeleton->ubo); + glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo); + glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size()*sizeof(float), NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + if (!skeleton->update_list.in_list()) { + skeleton_update_list.add(&skeleton->update_list); + } + + + +} +int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const{ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND_V(!skeleton,0); + + return skeleton->size; +} + +void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform){ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + ERR_FAIL_COND(!skeleton); + ERR_FAIL_INDEX(p_bone,skeleton->size); + ERR_FAIL_COND(skeleton->use_2d); + + float * bones = skeleton->bones.ptr(); + bones[p_bone*12+ 0]=p_transform.basis.elements[0][0]; + bones[p_bone*12+ 1]=p_transform.basis.elements[0][1]; + bones[p_bone*12+ 2]=p_transform.basis.elements[0][2]; + bones[p_bone*12+ 3]=p_transform.origin.x; + bones[p_bone*12+ 4]=p_transform.basis.elements[1][0]; + bones[p_bone*12+ 5]=p_transform.basis.elements[1][1]; + bones[p_bone*12+ 6]=p_transform.basis.elements[1][2]; + bones[p_bone*12+ 7]=p_transform.origin.y; + bones[p_bone*12+ 8]=p_transform.basis.elements[2][0]; + bones[p_bone*12+ 9]=p_transform.basis.elements[2][1]; + bones[p_bone*12+10]=p_transform.basis.elements[2][2]; + bones[p_bone*12+11]=p_transform.origin.z; + + if (!skeleton->update_list.in_list()) { + skeleton_update_list.add(&skeleton->update_list); + } + +} + + +Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone) const{ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + ERR_FAIL_COND_V(!skeleton,Transform()); + ERR_FAIL_INDEX_V(p_bone,skeleton->size,Transform()); + ERR_FAIL_COND_V(skeleton->use_2d,Transform()); + + float * bones = skeleton->bones.ptr(); + Transform mtx; + mtx.basis.elements[0][0]=bones[p_bone*12+ 0]; + mtx.basis.elements[0][1]=bones[p_bone*12+ 1]; + mtx.basis.elements[0][2]=bones[p_bone*12+ 2]; + mtx.origin.x=bones[p_bone*12+ 3]; + mtx.basis.elements[1][0]=bones[p_bone*12+ 4]; + mtx.basis.elements[1][1]=bones[p_bone*12+ 5]; + mtx.basis.elements[1][2]=bones[p_bone*12+ 6]; + mtx.origin.y=bones[p_bone*12+ 7]; + mtx.basis.elements[2][0]=bones[p_bone*12+ 8]; + mtx.basis.elements[2][1]=bones[p_bone*12+ 9]; + mtx.basis.elements[2][2]=bones[p_bone*12+10]; + mtx.origin.z=bones[p_bone*12+11]; + + return mtx; +} +void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform){ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + ERR_FAIL_COND(!skeleton); + ERR_FAIL_INDEX(p_bone,skeleton->size); + ERR_FAIL_COND(!skeleton->use_2d); + + float * bones = skeleton->bones.ptr(); + bones[p_bone*12+ 0]=p_transform.elements[0][0]; + bones[p_bone*12+ 1]=p_transform.elements[1][0]; + bones[p_bone*12+ 2]=0; + bones[p_bone*12+ 3]=p_transform.elements[2][0]; + bones[p_bone*12+ 4]=p_transform.elements[0][1]; + bones[p_bone*12+ 5]=p_transform.elements[1][1]; + bones[p_bone*12+ 6]=0; + bones[p_bone*12+ 7]=p_transform.elements[2][1]; + + if (!skeleton->update_list.in_list()) { + skeleton_update_list.add(&skeleton->update_list); + } + +} +Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const{ + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + + + ERR_FAIL_COND_V(!skeleton,Matrix32()); + ERR_FAIL_INDEX_V(p_bone,skeleton->size,Matrix32()); + ERR_FAIL_COND_V(!skeleton->use_2d,Matrix32()); + + Matrix32 mtx; + + float * bones = skeleton->bones.ptr(); + mtx.elements[0][0]=bones[p_bone*12+ 0]; + mtx.elements[1][0]=bones[p_bone*12+ 1]; + mtx.elements[2][0]=bones[p_bone*12+ 3]; + mtx.elements[0][1]=bones[p_bone*12+ 4]; + mtx.elements[1][1]=bones[p_bone*12+ 5]; + mtx.elements[2][1]=bones[p_bone*12+ 7]; + + return mtx; +} + +void RasterizerStorageGLES3::update_dirty_skeletons() { + + while(skeleton_update_list.first()) { + + Skeleton *skeleton = skeleton_update_list.first()->self(); + if (skeleton->size) { + glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo); + glBufferSubData(GL_UNIFORM_BUFFER,0,skeleton->bones.size()*sizeof(float),skeleton->bones.ptr()); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + for (Set<RasterizerScene::InstanceBase*>::Element *E=skeleton->instances.front();E;E=E->next()) { + E->get()->base_changed(); + } + + skeleton_update_list.remove(skeleton_update_list.first()); + } + +} + +/* Light API */ + +RID RasterizerStorageGLES3::light_create(VS::LightType p_type){ + + Light *light = memnew( Light ); + light->type=p_type; + + light->param[VS::LIGHT_PARAM_ENERGY]=1.0; + light->param[VS::LIGHT_PARAM_SPECULAR]=0.5; + light->param[VS::LIGHT_PARAM_RANGE]=1.0; + light->param[VS::LIGHT_PARAM_SPOT_ANGLE]=45; + light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE]=0; + light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1; + light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3; + light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6; + light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]=0.1; + light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]=0.1; + + + light->color=Color(1,1,1,1); + light->shadow=false; + light->negative=false; + light->cull_mask=0xFFFFFFFF; + light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; + light->omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; + light->omni_shadow_detail=VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL; + light->directional_blend_splits=false; + + light->version=0; + + return light_owner.make_rid(light); +} + +void RasterizerStorageGLES3::light_set_color(RID p_light,const Color& p_color){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->color=p_color; +} +void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param,float p_value){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + ERR_FAIL_INDEX(p_param,VS::LIGHT_PARAM_MAX); + + switch(p_param) { + case VS::LIGHT_PARAM_RANGE: + case VS::LIGHT_PARAM_SPOT_ANGLE: + case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE: + case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: + case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: + case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: + case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: + case VS::LIGHT_PARAM_SHADOW_BIAS: + case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: { + + light->version++; + light->instance_change_notify(); + } break; + } + + light->param[p_param]=p_value; +} +void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + light->shadow=p_enabled; + + light->version++; + light->instance_change_notify(); +} + +void RasterizerStorageGLES3::light_set_shadow_color(RID p_light,const Color& p_color) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + light->shadow_color=p_color; + +} + +void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->projector=p_texture; +} + +void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->negative=p_enable; +} +void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->cull_mask=p_mask; + + light->version++; + light->instance_change_notify(); + +} + +void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->omni_shadow_mode=p_mode; + + light->version++; + light->instance_change_notify(); + + +} + +VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_CUBE); + + return light->omni_shadow_mode; +} + + +void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->omni_shadow_detail=p_detail; + light->version++; + light->instance_change_notify(); +} + + +void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode){ + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->directional_shadow_mode=p_mode; + light->version++; + light->instance_change_notify(); + +} + +void RasterizerStorageGLES3::light_directional_set_blend_splits(RID p_light,bool p_enable) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->directional_blend_splits=p_enable; + light->version++; + light->instance_change_notify(); + +} + + +bool RasterizerStorageGLES3::light_directional_get_blend_splits(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,false); + + return light->directional_blend_splits; +} + +VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); + + return light->directional_shadow_mode; +} + + +VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); + + return light->type; +} + +float RasterizerStorageGLES3::light_get_param(RID p_light,VS::LightParam p_param) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); + + return light->param[p_param]; +} + +Color RasterizerStorageGLES3::light_get_color(RID p_light) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,Color()); + + return light->color; + +} + +bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); + + return light->shadow; +} + +uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,0); + + return light->version; +} + + +AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,AABB()); + + switch( light->type ) { + + case VS::LIGHT_SPOT: { + + float len=light->param[VS::LIGHT_PARAM_RANGE]; + float size=Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE]))*len; + return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) ); + } break; + case VS::LIGHT_OMNI: { + + float r = light->param[VS::LIGHT_PARAM_RANGE]; + return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 ); + } break; + case VS::LIGHT_DIRECTIONAL: { + + return AABB(); + } break; + default: {} + } + + ERR_FAIL_V( AABB() ); + return AABB(); +} + +/* PROBE API */ + +RID RasterizerStorageGLES3::reflection_probe_create(){ + + ReflectionProbe *reflection_probe = memnew( ReflectionProbe ); + + reflection_probe->intensity=1.0; + reflection_probe->interior_ambient=Color(); + reflection_probe->interior_ambient_energy=1.0; + reflection_probe->max_distance=0; + reflection_probe->extents=Vector3(1,1,1); + reflection_probe->origin_offset=Vector3(0,0,0); + reflection_probe->interior=false; + reflection_probe->box_projection=false; + reflection_probe->enable_shadows=false; + reflection_probe->cull_mask=(1<<20)-1; + reflection_probe->update_mode=VS::REFLECTION_PROBE_UPDATE_ONCE; + + return reflection_probe_owner.make_rid(reflection_probe); +} + +void RasterizerStorageGLES3::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->update_mode=p_mode; + reflection_probe->instance_change_notify(); + +} + +void RasterizerStorageGLES3::reflection_probe_set_intensity(RID p_probe, float p_intensity) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->intensity=p_intensity; + +} + +void RasterizerStorageGLES3::reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient=p_ambient; + +} + +void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient_energy=p_energy; + +} + +void RasterizerStorageGLES3::reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) { + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior_ambient_probe_contrib=p_contrib; + +} + + +void RasterizerStorageGLES3::reflection_probe_set_max_distance(RID p_probe, float p_distance){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->max_distance=p_distance; + reflection_probe->instance_change_notify(); + +} +void RasterizerStorageGLES3::reflection_probe_set_extents(RID p_probe, const Vector3& p_extents){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->extents=p_extents; + reflection_probe->instance_change_notify(); + +} +void RasterizerStorageGLES3::reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->origin_offset=p_offset; + reflection_probe->instance_change_notify(); + +} + +void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool p_enable){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->interior=p_enable; + +} +void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->box_projection=p_enable; + +} + +void RasterizerStorageGLES3::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->enable_shadows=p_enable; + reflection_probe->instance_change_notify(); + +} +void RasterizerStorageGLES3::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers){ + + ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!reflection_probe); + + reflection_probe->cull_mask=p_layers; + reflection_probe->instance_change_notify(); + +} + +AABB RasterizerStorageGLES3::reflection_probe_get_aabb(RID p_probe) const { + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,AABB()); + + AABB aabb; + aabb.pos=-reflection_probe->extents; + aabb.size=reflection_probe->extents*2.0; + + return aabb; + + +} +VS::ReflectionProbeUpdateMode RasterizerStorageGLES3::reflection_probe_get_update_mode(RID p_probe) const{ + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,VS::REFLECTION_PROBE_UPDATE_ALWAYS); + + return reflection_probe->update_mode; +} + +uint32_t RasterizerStorageGLES3::reflection_probe_get_cull_mask(RID p_probe) const { + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,0); + + return reflection_probe->cull_mask; + +} + +Vector3 RasterizerStorageGLES3::reflection_probe_get_extents(RID p_probe) const { + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,Vector3()); + + return reflection_probe->extents; + +} +Vector3 RasterizerStorageGLES3::reflection_probe_get_origin_offset(RID p_probe) const{ + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,Vector3()); + + return reflection_probe->origin_offset; + +} + +bool RasterizerStorageGLES3::reflection_probe_renders_shadows(RID p_probe) const { + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,false); + + return reflection_probe->enable_shadows; + +} + +float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_probe) const{ + + const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!reflection_probe,0); + + return reflection_probe->max_distance; + +} + +/* ROOM API */ + +RID RasterizerStorageGLES3::room_create(){ + + return RID(); +} +void RasterizerStorageGLES3::room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform){ + + +} +void RasterizerStorageGLES3::room_clear_bounds(RID p_room){ + + +} + +/* PORTAL API */ + +// portals are only (x/y) points, forming a convex shape, which its clockwise +// order points outside. (z is 0); + +RID RasterizerStorageGLES3::portal_create(){ + + return RID(); +} +void RasterizerStorageGLES3::portal_set_shape(RID p_portal, const Vector<Point2>& p_shape){ + + +} +void RasterizerStorageGLES3::portal_set_enabled(RID p_portal, bool p_enabled){ + + +} +void RasterizerStorageGLES3::portal_set_disable_distance(RID p_portal, float p_distance){ + + +} +void RasterizerStorageGLES3::portal_set_disabled_color(RID p_portal, const Color& p_color){ + + +} + +RID RasterizerStorageGLES3::gi_probe_create() { + + GIProbe *gip = memnew( GIProbe ); + + gip->bounds=AABB(Vector3(),Vector3(1,1,1)); + gip->dynamic_range=1.0; + gip->energy=1.0; + gip->interior=false; + gip->compress=false; + gip->version=1; + gip->cell_size=1.0; + + return gi_probe_owner.make_rid(gip); +} + +void RasterizerStorageGLES3::gi_probe_set_bounds(RID p_probe,const AABB& p_bounds){ + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->bounds=p_bounds; + gip->version++; + gip->instance_change_notify(); +} +AABB RasterizerStorageGLES3::gi_probe_get_bounds(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,AABB()); + + return gip->bounds; +} + +void RasterizerStorageGLES3::gi_probe_set_cell_size(RID p_probe,float p_size) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->cell_size=p_size; + gip->version++; + gip->instance_change_notify(); +} + +float RasterizerStorageGLES3::gi_probe_get_cell_size(RID p_probe) const { + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,0); + + return gip->cell_size; + +} + +void RasterizerStorageGLES3::gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->to_cell=p_xform; +} + +Transform RasterizerStorageGLES3::gi_probe_get_to_cell_xform(RID p_probe) const { + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,Transform()); + + return gip->to_cell; + +} + + + +void RasterizerStorageGLES3::gi_probe_set_dynamic_data(RID p_probe,const DVector<int>& p_data){ + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->dynamic_data=p_data; + gip->version++; + gip->instance_change_notify(); + +} +DVector<int> RasterizerStorageGLES3::gi_probe_get_dynamic_data(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,DVector<int>()); + + return gip->dynamic_data; +} + +void RasterizerStorageGLES3::gi_probe_set_dynamic_range(RID p_probe,int p_range){ + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->dynamic_range=p_range; + +} +int RasterizerStorageGLES3::gi_probe_get_dynamic_range(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,0); + + return gip->dynamic_range; +} + +void RasterizerStorageGLES3::gi_probe_set_energy(RID p_probe,float p_range){ + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->energy=p_range; + +} + +void RasterizerStorageGLES3::gi_probe_set_interior(RID p_probe,bool p_enable) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->interior=p_enable; + +} + +bool RasterizerStorageGLES3::gi_probe_is_interior(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,false); + + return gip->interior; + +} + + +void RasterizerStorageGLES3::gi_probe_set_compress(RID p_probe,bool p_enable) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->compress=p_enable; + +} + +bool RasterizerStorageGLES3::gi_probe_is_compressed(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,false); + + return gip->compress; + +} +float RasterizerStorageGLES3::gi_probe_get_energy(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,0); + + return gip->energy; +} + + + +uint32_t RasterizerStorageGLES3::gi_probe_get_version(RID p_probe) { + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,0); + + return gip->version; +} + +RasterizerStorage::GIProbeCompression RasterizerStorageGLES3::gi_probe_get_dynamic_data_get_preferred_compression() const { + if (config.s3tc_supported) { + return GI_PROBE_S3TC; + } else { + return GI_PROBE_UNCOMPRESSED; + } +} + +RID RasterizerStorageGLES3::gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) { + + GIProbeData *gipd = memnew( GIProbeData ); + + gipd->width=p_width; + gipd->height=p_height; + gipd->depth=p_depth; + gipd->compression=p_compression; + + glActiveTexture(GL_TEXTURE0); + glGenTextures(1,&gipd->tex_id); + glBindTexture(GL_TEXTURE_3D,gipd->tex_id); + + int level=0; + int min_size=1; + + if (gipd->compression==GI_PROBE_S3TC) { + min_size=4; + } + + print_line("dyndata create"); + while(true) { + + if (gipd->compression==GI_PROBE_S3TC) { + int size = p_width * p_height * p_depth; + glCompressedTexImage3D(GL_TEXTURE_3D,level,_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT,p_width,p_height,p_depth,0, size,NULL); + } else { + glTexImage3D(GL_TEXTURE_3D,level,GL_RGBA8,p_width,p_height,p_depth,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL); + } + + if (p_width<=min_size || p_height<=min_size || p_depth<=min_size) + break; + p_width>>=1; + p_height>>=1; + p_depth>>=1; + level++; + } + + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, level); + + gipd->levels=level+1; + + return gi_probe_data_owner.make_rid(gipd); +} + +void RasterizerStorageGLES3::gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) { + + GIProbeData *gipd = gi_probe_data_owner.getornull(p_gi_probe_data); + ERR_FAIL_COND(!gipd); +/* + Vector<uint8_t> data; + data.resize((gipd->width>>p_mipmap)*(gipd->height>>p_mipmap)*(gipd->depth>>p_mipmap)*4); + + for(int i=0;i<(gipd->width>>p_mipmap);i++) { + for(int j=0;j<(gipd->height>>p_mipmap);j++) { + for(int k=0;k<(gipd->depth>>p_mipmap);k++) { + + int ofs = (k*(gipd->height>>p_mipmap)*(gipd->width>>p_mipmap)) + j *(gipd->width>>p_mipmap) + i; + ofs*=4; + data[ofs+0]=i*0xFF/(gipd->width>>p_mipmap); + data[ofs+1]=j*0xFF/(gipd->height>>p_mipmap); + data[ofs+2]=k*0xFF/(gipd->depth>>p_mipmap); + data[ofs+3]=0xFF; + } + } + } +*/ + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_3D,gipd->tex_id); + if (gipd->compression==GI_PROBE_S3TC) { + int size = (gipd->width>>p_mipmap) * (gipd->height>>p_mipmap) * p_slice_count; + glCompressedTexSubImage3D(GL_TEXTURE_3D,p_mipmap,0,0,p_depth_slice,gipd->width>>p_mipmap,gipd->height>>p_mipmap,p_slice_count,_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT,size, p_data); + } else { + glTexSubImage3D(GL_TEXTURE_3D,p_mipmap,0,0,p_depth_slice,gipd->width>>p_mipmap,gipd->height>>p_mipmap,p_slice_count,GL_RGBA,GL_UNSIGNED_BYTE,p_data); + } + //glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,p_data); + //glTexImage3D(GL_TEXTURE_3D,p_mipmap,GL_RGBA8,gipd->width>>p_mipmap,gipd->height>>p_mipmap,gipd->depth>>p_mipmap,0,GL_RGBA,GL_UNSIGNED_BYTE,data.ptr()); + +} + +/////// + + + +RID RasterizerStorageGLES3::particles_create() { + + Particles *particles = memnew( Particles ); + + + return particles_owner.make_rid(particles); +} + +void RasterizerStorageGLES3::particles_set_emitting(RID p_particles,bool p_emitting) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->emitting=p_emitting; + +} +void RasterizerStorageGLES3::particles_set_amount(RID p_particles,int p_amount) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + int floats = p_amount*24; + float * data = memnew_arr(float,floats); + + for(int i=0;i<floats;i++) { + data[i]=0; + } + + + glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]); + glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[1]); + glBufferData(GL_ARRAY_BUFFER,floats*sizeof(float),data,GL_DYNAMIC_DRAW); + + glBindBuffer(GL_ARRAY_BUFFER,0); + + particles->prev_ticks=0; + particles->phase=0; + particles->prev_phase=0; + + memdelete_arr(data); + +} + +void RasterizerStorageGLES3::particles_set_lifetime(RID p_particles,float p_lifetime){ + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->lifetime=p_lifetime; +} +void RasterizerStorageGLES3::particles_set_pre_process_time(RID p_particles,float p_time) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->pre_process_time=p_time; + +} +void RasterizerStorageGLES3::particles_set_explosiveness_ratio(RID p_particles,float p_ratio) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->explosiveness=p_ratio; +} +void RasterizerStorageGLES3::particles_set_randomness_ratio(RID p_particles,float p_ratio) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->randomness=p_ratio; + +} +void RasterizerStorageGLES3::particles_set_custom_aabb(RID p_particles,const AABB& p_aabb) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + particles->custom_aabb=p_aabb; + +} +void RasterizerStorageGLES3::particles_set_gravity(RID p_particles,const Vector3& p_gravity) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->gravity=p_gravity; + +} +void RasterizerStorageGLES3::particles_set_use_local_coordinates(RID p_particles,bool p_enable) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->use_local_coords=p_enable; +} +void RasterizerStorageGLES3::particles_set_process_material(RID p_particles,RID p_material) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->process_material=p_material; +} + +void RasterizerStorageGLES3::particles_set_emission_shape(RID p_particles, VS::ParticlesEmissionShape p_shape) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_shape=p_shape; +} +void RasterizerStorageGLES3::particles_set_emission_sphere_radius(RID p_particles,float p_radius) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_sphere_radius=p_radius; +} +void RasterizerStorageGLES3::particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_box_extents=p_extents; +} +void RasterizerStorageGLES3::particles_set_emission_points(RID p_particles,const DVector<Vector3>& p_points) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->emission_points=p_points; +} + + +void RasterizerStorageGLES3::particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->draw_order=p_order; +} + +void RasterizerStorageGLES3::particles_set_draw_passes(RID p_particles,int p_count) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + + particles->draw_passes.resize(p_count); +} +void RasterizerStorageGLES3::particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_pass,particles->draw_passes.size()); + particles->draw_passes[p_pass].material=p_material; + +} +void RasterizerStorageGLES3::particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh) { + + Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_pass,particles->draw_passes.size()); + particles->draw_passes[p_pass].mesh=p_mesh; + +} + +AABB RasterizerStorageGLES3::particles_get_current_aabb(RID p_particles) { + + const Particles *particles = particles_owner.getornull(p_particles); + ERR_FAIL_COND_V(!particles,AABB()); + + return particles->computed_aabb; +} + +void RasterizerStorageGLES3::update_particles() { + + glEnable(GL_RASTERIZER_DISCARD); + glBindVertexArray(0); + + + while (particle_update_list.first()) { + + //use transform feedback to process particles + + Particles *particles = particle_update_list.first()->self(); + + + Material *material = material_owner.getornull(particles->process_material); + if (!material || !material->shader || material->shader->mode!=VS::SHADER_PARTICLES) { + + shaders.particles.set_custom_shader(0); + } else { + shaders.particles.set_custom_shader( material->shader->custom_code_id ); + + if (material->ubo_id) { + + glBindBufferBase(GL_UNIFORM_BUFFER,0,material->ubo_id); + } + + int tc = material->textures.size(); + RID* textures = material->textures.ptr(); + ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = material->shader->texture_hints.ptr(); + + + for(int i=0;i<tc;i++) { + + glActiveTexture(GL_TEXTURE0+i); + + GLenum target; + GLuint tex; + + RasterizerStorageGLES3::Texture *t = texture_owner.getornull( textures[i] ); + + if (!t) { + //check hints + target=GL_TEXTURE_2D; + + switch(texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex=resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex=resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex=resources.normal_tex; + } break; + default: { + tex=resources.white_tex; + } break; + } + + + } else { + + target=t->target; + tex = t->tex_id; + + } + + glBindTexture(target,tex); + } + + } + + shaders.particles.bind(); + + shaders.particles.set_uniform(ParticlesShaderGLES3::ORIGIN,particles->origin); + + float new_phase = Math::fmod(particles->phase+(frame.delta/particles->lifetime),1.0); + + shaders.particles.set_uniform(ParticlesShaderGLES3::SYSTEM_PHASE,new_phase); + shaders.particles.set_uniform(ParticlesShaderGLES3::PREV_SYSTEM_PHASE,particles->phase); + particles->phase = new_phase; + + shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES,particles->amount); + shaders.particles.set_uniform(ParticlesShaderGLES3::TIME,0.0); + shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS,particles->explosiveness); + shaders.particles.set_uniform(ParticlesShaderGLES3::DELTA,frame.delta); + shaders.particles.set_uniform(ParticlesShaderGLES3::GRAVITY,particles->gravity); + shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT,0); + + + + + glBindBuffer(GL_ARRAY_BUFFER,particles->particle_buffers[0]); + glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->particle_buffers[1]); + + for(int i=0;i<6;i++) { + glEnableVertexAttribArray(i); + glVertexAttribPointer(i,4,GL_FLOAT,GL_FALSE,sizeof(float)*4*6,((uint8_t*)0)+(i*16)); + } + + + glBeginTransformFeedback(GL_POINTS); + glDrawArrays(GL_POINTS,0,particles->amount); + glEndTransformFeedback(); + + particle_update_list.remove(particle_update_list.first()); + + SWAP(particles->particle_buffers[0],particles->particle_buffers[1]); + } + + glDisable(GL_RASTERIZER_DISCARD); + + for(int i=0;i<6;i++) { + glDisableVertexAttribArray(i); + } + +} + +//////// + +void RasterizerStorageGLES3::instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) { + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND(!skeleton); + + skeleton->instances.insert(p_instance); +} + +void RasterizerStorageGLES3::instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance) { + + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND(!skeleton); + + skeleton->instances.erase(p_instance); +} + + +void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance) { + + Instantiable *inst=NULL; + switch(p_instance->base_type) { + case VS::INSTANCE_MESH: { + inst = mesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_MULTIMESH: { + inst = multimesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_IMMEDIATE: { + inst = immediate_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_REFLECTION_PROBE: { + inst = reflection_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_LIGHT: { + inst = light_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_GI_PROBE: { + inst = gi_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + default: { + if (!inst) { + ERR_FAIL(); + } + } + } + + inst->instance_list.add( &p_instance->dependency_item ); +} + +void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance){ + + Instantiable *inst=NULL; + + switch(p_instance->base_type) { + case VS::INSTANCE_MESH: { + inst = mesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_MULTIMESH: { + inst = multimesh_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_IMMEDIATE: { + inst = immediate_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_REFLECTION_PROBE: { + inst = reflection_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_LIGHT: { + inst = light_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + case VS::INSTANCE_GI_PROBE: { + inst = gi_probe_owner.getornull(p_base); + ERR_FAIL_COND(!inst); + } break; + default: { + + if (!inst) { + ERR_FAIL(); + } + } + } + + ERR_FAIL_COND(!inst); + + inst->instance_list.remove( &p_instance->dependency_item ); +} + + +/* RENDER TARGET */ + + +void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) { + + if (rt->fbo) { + glDeleteFramebuffers(1,&rt->fbo); + glDeleteTextures(1,&rt->color); + rt->fbo=0; + } + + if (rt->buffers.fbo) { + glDeleteFramebuffers(1,&rt->buffers.fbo); + glDeleteRenderbuffers(1,&rt->buffers.depth); + glDeleteRenderbuffers(1,&rt->buffers.diffuse); + glDeleteRenderbuffers(1,&rt->buffers.specular); + glDeleteRenderbuffers(1,&rt->buffers.normal_rough); + glDeleteRenderbuffers(1,&rt->buffers.motion_sss); + glDeleteFramebuffers(1,&rt->buffers.effect_fbo); + glDeleteTextures(1,&rt->buffers.effect); + + rt->buffers.fbo=0; + } + + if (rt->depth) { + glDeleteTextures(1,&rt->depth); + rt->depth=0; + } + + if (rt->effects.ssao.blur_fbo[0]) { + glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[0]); + glDeleteTextures(1,&rt->effects.ssao.blur_red[0]); + glDeleteFramebuffers(1,&rt->effects.ssao.blur_fbo[1]); + glDeleteTextures(1,&rt->effects.ssao.blur_red[1]); + for(int i=0;i<rt->effects.ssao.depth_mipmap_fbos.size();i++) { + glDeleteFramebuffers(1,&rt->effects.ssao.depth_mipmap_fbos[i]); + } + + rt->effects.ssao.depth_mipmap_fbos.clear(); + + glDeleteTextures(1,&rt->effects.ssao.linear_depth); + } + + if (rt->exposure.fbo) { + glDeleteFramebuffers(1,&rt->exposure.fbo); + glDeleteTextures(1,&rt->exposure.color); + } + Texture *tex = texture_owner.get(rt->texture); + tex->alloc_height=0; + tex->alloc_width=0; + tex->width=0; + tex->height=0; + + for(int i=0;i<2;i++) { + for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) { + glDeleteFramebuffers(1,&rt->effects.mip_maps[i].sizes[j].fbo); + } + + glDeleteTextures(1,&rt->effects.mip_maps[i].color); + rt->effects.mip_maps[i].sizes.clear(); + rt->effects.mip_maps[i].levels=0; + } +/* + if (rt->effects.screen_space_depth) { + glDeleteTextures(1,&rt->effects.screen_space_depth); + rt->effects.screen_space_depth=0; + + } +*/ +} + +void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){ + + if (rt->width<=0 || rt->height<=0) + return; + + + GLuint color_internal_format; + GLuint color_format; + GLuint color_type; + Image::Format image_format; + + + + if (!rt->flags[RENDER_TARGET_HDR] || rt->flags[RENDER_TARGET_NO_3D]) { + + color_internal_format=GL_RGBA8; + color_format=GL_RGBA; + color_type=GL_UNSIGNED_BYTE; + image_format=Image::FORMAT_RGBA8; + } else { + color_internal_format=GL_RGBA16F; + color_format=GL_RGBA; + color_type=GL_HALF_FLOAT; + image_format=Image::FORMAT_RGBAH; + } + + + { + /* FRONT FBO */ + + glActiveTexture(GL_TEXTURE0); + + glGenFramebuffers(1, &rt->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); + + + glGenTextures(1, &rt->depth); + glBindTexture(GL_TEXTURE_2D, rt->depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0, + GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_TEXTURE_2D, rt->depth, 0); + + glGenTextures(1, &rt->color); + glBindTexture(GL_TEXTURE_2D, rt->color); + + glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + + Texture *tex = texture_owner.get(rt->texture); + tex->format=image_format; + tex->gl_format_cache=color_format; + tex->gl_type_cache=color_type; + tex->gl_internal_format_cache=color_internal_format; + tex->tex_id=rt->color; + tex->width=rt->width; + tex->alloc_width=rt->width; + tex->height=rt->height; + tex->alloc_height=rt->height; + + + texture_set_flags(rt->texture,tex->flags); + + } + + + /* BACK FBO */ + + if (config.render_arch==RENDER_ARCH_DESKTOP && !rt->flags[RENDER_TARGET_NO_3D]) { + + + + static const int msaa_value[]={0,2,4,8,16}; + int msaa=msaa_value[rt->msaa]; + + //regular fbo + glGenFramebuffers(1, &rt->buffers.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.fbo); + + glGenRenderbuffers(1, &rt->buffers.depth); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.depth); + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH24_STENCIL8,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_DEPTH24_STENCIL8,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,rt->buffers.depth); + + glGenRenderbuffers(1, &rt->buffers.diffuse); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.diffuse); + + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,color_internal_format,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA16F,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,rt->buffers.diffuse); + + glGenRenderbuffers(1, &rt->buffers.specular); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular); + + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA16F,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,color_internal_format,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT1,GL_RENDERBUFFER,rt->buffers.specular); + + glGenRenderbuffers(1, &rt->buffers.normal_rough); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.normal_rough); + + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT2,GL_RENDERBUFFER,rt->buffers.normal_rough); + + + glGenRenderbuffers(1, &rt->buffers.motion_sss); + glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss); + + if (msaa==0) + glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA8,rt->width,rt->height); + else + glRenderbufferStorageMultisample(GL_RENDERBUFFER,msaa,GL_RGBA8,rt->width,rt->height); + + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT3,GL_RENDERBUFFER,rt->buffers.motion_sss); + + + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("err status: %x\n",status); + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + glBindRenderbuffer(GL_RENDERBUFFER,0); + + // effect resolver + + glGenFramebuffers(1, &rt->buffers.effect_fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->buffers.effect_fbo); + + glGenTextures(1, &rt->buffers.effect); + glBindTexture(GL_TEXTURE_2D, rt->buffers.effect); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0, + GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, rt->buffers.effect, 0); + + + if (status != GL_FRAMEBUFFER_COMPLETE) { + printf("err status: %x\n",status); + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + for(int i=0;i<2;i++) { + + ERR_FAIL_COND( rt->effects.mip_maps[i].sizes.size() ); + int w=rt->width; + int h=rt->height; + + + if (i>0) { + w>>=1; + h>>=1; + } + + + glGenTextures(1, &rt->effects.mip_maps[i].color); + glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[i].color); + + int level=0; + + while(true) { + + RenderTarget::Effects::MipMaps::Size mm; + + glTexImage2D(GL_TEXTURE_2D, level, color_internal_format, w, h, 0, color_format, color_type, NULL); + mm.width=w; + mm.height=h; + rt->effects.mip_maps[i].sizes.push_back(mm); + + w>>=1; + h>>=1; + + if (w<2 || h<2) + break; + + level++; + + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level); + + + for(int j=0;j<rt->effects.mip_maps[i].sizes.size();j++) { + + RenderTarget::Effects::MipMaps::Size &mm=rt->effects.mip_maps[i].sizes[j]; + + glGenFramebuffers(1, &mm.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,rt->effects.mip_maps[i].color ,j); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + + float zero[4]={1,0,1,0}; + glClearBufferfv(GL_COLOR,0,zero); + + + } + + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + rt->effects.mip_maps[i].levels=level; + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + + } + ///////////////// ssao + + //AO strength textures + for(int i=0;i<2;i++) { + + glGenFramebuffers(1, &rt->effects.ssao.blur_fbo[i]); + glBindFramebuffer(GL_FRAMEBUFFER, rt->effects.ssao.blur_fbo[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_TEXTURE_2D, rt->depth, 0); + + glGenTextures(1, &rt->effects.ssao.blur_red[i]); + glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.blur_red[i]); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, rt->width, rt->height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.blur_red[i], 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + } + //5 mip levels for depth texture, but base is read separately + + glGenTextures(1, &rt->effects.ssao.linear_depth); + glBindTexture(GL_TEXTURE_2D, rt->effects.ssao.linear_depth); + + int ssao_w=rt->width/2; + int ssao_h=rt->height/2; + + + for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw + + glTexImage2D(GL_TEXTURE_2D, i, GL_R16UI, ssao_w, ssao_h, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, NULL); + ssao_w>>=1; + ssao_h>>=1; + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 3); + + for(int i=0;i<4;i++) { //5, but 4 mips, base is read directly to save bw + + GLuint fbo; + glGenFramebuffers(1, &fbo); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.ssao.linear_depth, i); + rt->effects.ssao.depth_mipmap_fbos.push_back(fbo); + } + + + //////Exposure + + glGenFramebuffers(1, &rt->exposure.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo); + + glGenTextures(1, &rt->exposure.color); + glBindTexture(GL_TEXTURE_2D, rt->exposure.color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + _render_target_clear(rt); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + } +} + + +RID RasterizerStorageGLES3::render_target_create(){ + + RenderTarget *rt = memnew( RenderTarget ); + + Texture * t = memnew( Texture ); + + t->flags=0; + t->width=0; + t->height=0; + t->alloc_height=0; + t->alloc_width=0; + t->format=Image::FORMAT_R8; + t->target=GL_TEXTURE_2D; + t->gl_format_cache=0; + t->gl_internal_format_cache=0; + t->gl_type_cache=0; + t->data_size=0; + t->compressed=false; + t->srgb=false; + t->total_data_size=0; + t->ignore_mipmaps=false; + t->mipmaps=0; + t->active=true; + t->tex_id=0; + + + rt->texture=texture_owner.make_rid(t); + + return render_target_owner.make_rid(rt); +} + +void RasterizerStorageGLES3::render_target_set_size(RID p_render_target,int p_width, int p_height){ + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + if (rt->width==p_width && rt->height==p_height) + return; + + _render_target_clear(rt); + rt->width=p_width; + rt->height=p_height; + _render_target_allocate(rt); + +} + + +RID RasterizerStorageGLES3::render_target_get_texture(RID p_render_target) const{ + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND_V(!rt,RID()); + + return rt->texture; +} + +void RasterizerStorageGLES3::render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value) { + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + rt->flags[p_flag]=p_value; + + switch(p_flag) { + case RENDER_TARGET_NO_3D: + case RENDER_TARGET_TRANSPARENT: { + //must reset for these formats + _render_target_clear(rt); + _render_target_allocate(rt); + + } break; + default: {} + } +} + +bool RasterizerStorageGLES3::render_target_renedered_in_frame(RID p_render_target){ + + return false; +} + +void RasterizerStorageGLES3::render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa) { + + RenderTarget *rt = render_target_owner.getornull(p_render_target); + ERR_FAIL_COND(!rt); + + if (rt->msaa==p_msaa) + return; + + _render_target_clear(rt); + rt->msaa=p_msaa; + _render_target_allocate(rt); + +} + +/* CANVAS SHADOW */ + + +RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) { + + CanvasLightShadow *cls = memnew( CanvasLightShadow ); + if (p_width>config.max_texture_size) + p_width=config.max_texture_size; + + cls->size=p_width; + cls->height=16; + + glActiveTexture(GL_TEXTURE0); + + glGenFramebuffers(1, &cls->fbo); + glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); + + glGenRenderbuffers(1, &cls->depth); + glBindRenderbuffer(GL_RENDERBUFFER, cls->depth ); + glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT24, cls->size, cls->height); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); + glBindRenderbuffer(GL_RENDERBUFFER, 0 ); + + glGenTextures(1,&cls->distance); + glBindTexture(GL_TEXTURE_2D, cls->distance); + if (config.use_rgba_2d_shadows) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); + } + + + + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0); + + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + //printf("errnum: %x\n",status); + glBindFramebuffer(GL_FRAMEBUFFER, config.system_fbo); + + ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE, RID() ); + + return canvas_light_shadow_owner.make_rid(cls); +} + +/* LIGHT SHADOW MAPPING */ + + +RID RasterizerStorageGLES3::canvas_light_occluder_create() { + + CanvasOccluder *co = memnew( CanvasOccluder ); + co->index_id=0; + co->vertex_id=0; + co->len=0; + + return canvas_occluder_owner.make_rid(co); +} + +void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines) { + + CanvasOccluder *co = canvas_occluder_owner.get(p_occluder); + ERR_FAIL_COND(!co); + + co->lines=p_lines; + + if (p_lines.size()!=co->len) { + + if (co->index_id) + glDeleteBuffers(1,&co->index_id); + if (co->vertex_id) + glDeleteBuffers(1,&co->vertex_id); + + co->index_id=0; + co->vertex_id=0; + co->len=0; + + } + + if (p_lines.size()) { + + + + DVector<float> geometry; + DVector<uint16_t> indices; + int lc = p_lines.size(); + + geometry.resize(lc*6); + indices.resize(lc*3); + + DVector<float>::Write vw=geometry.write(); + DVector<uint16_t>::Write iw=indices.write(); + + + DVector<Vector2>::Read lr=p_lines.read(); + + const int POLY_HEIGHT = 16384; + + for(int i=0;i<lc/2;i++) { + + vw[i*12+0]=lr[i*2+0].x; + vw[i*12+1]=lr[i*2+0].y; + vw[i*12+2]=POLY_HEIGHT; + + vw[i*12+3]=lr[i*2+1].x; + vw[i*12+4]=lr[i*2+1].y; + vw[i*12+5]=POLY_HEIGHT; + + vw[i*12+6]=lr[i*2+1].x; + vw[i*12+7]=lr[i*2+1].y; + vw[i*12+8]=-POLY_HEIGHT; + + vw[i*12+9]=lr[i*2+0].x; + vw[i*12+10]=lr[i*2+0].y; + vw[i*12+11]=-POLY_HEIGHT; + + iw[i*6+0]=i*4+0; + iw[i*6+1]=i*4+1; + iw[i*6+2]=i*4+2; + + iw[i*6+3]=i*4+2; + iw[i*6+4]=i*4+3; + iw[i*6+5]=i*4+0; + + } + + //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush + + + if (!co->vertex_id) { + glGenBuffers(1,&co->vertex_id); + glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); + glBufferData(GL_ARRAY_BUFFER,lc*6*sizeof(real_t),vw.ptr(),GL_STATIC_DRAW); + } else { + + glBindBuffer(GL_ARRAY_BUFFER,co->vertex_id); + glBufferSubData(GL_ARRAY_BUFFER,0,lc*6*sizeof(real_t),vw.ptr()); + + } + + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + if (!co->index_id) { + + glGenBuffers(1,&co->index_id); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,lc*3*sizeof(uint16_t),iw.ptr(),GL_STATIC_DRAW); + } else { + + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,co->index_id); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,lc*3*sizeof(uint16_t),iw.ptr()); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind + + co->len=lc; + + } + +} + +VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const { + + if (mesh_owner.owns(p_rid)) { + return VS::INSTANCE_MESH; + } + + if (multimesh_owner.owns(p_rid)) { + return VS::INSTANCE_MULTIMESH; + } + + if (immediate_owner.owns(p_rid)) { + return VS::INSTANCE_IMMEDIATE; + } + + if (light_owner.owns(p_rid)) { + return VS::INSTANCE_LIGHT; + } + + if (reflection_probe_owner.owns(p_rid)) { + return VS::INSTANCE_REFLECTION_PROBE; + } + + if (gi_probe_owner.owns(p_rid)) { + return VS::INSTANCE_GI_PROBE; + } + + return VS::INSTANCE_NONE; +} + +bool RasterizerStorageGLES3::free(RID p_rid){ + + if (render_target_owner.owns(p_rid)) { + + RenderTarget *rt = render_target_owner.getornull(p_rid); + _render_target_clear(rt); + Texture *t=texture_owner.get(rt->texture); + texture_owner.free(rt->texture); + memdelete(t); + render_target_owner.free(p_rid); + memdelete(rt); + + } else if (texture_owner.owns(p_rid)) { + // delete the texture + Texture *texture = texture_owner.get(p_rid); + ERR_FAIL_COND_V(texture->render_target,true); //cant free the render target texture, dude + info.texture_mem-=texture->total_data_size; + texture_owner.free(p_rid); + memdelete(texture); + } else if (skybox_owner.owns(p_rid)) { + // delete the skybox + SkyBox *skybox = skybox_owner.get(p_rid); + skybox_set_texture(p_rid,RID(),256); + skybox_owner.free(p_rid); + memdelete(skybox); + + } else if (shader_owner.owns(p_rid)) { + + // delete the texture + Shader *shader = shader_owner.get(p_rid); + + + if (shader->shader) + shader->shader->free_custom_shader(shader->custom_code_id); + + if (shader->dirty_list.in_list()) + _shader_dirty_list.remove(&shader->dirty_list); + + while (shader->materials.first()) { + + Material *mat = shader->materials.first()->self(); + + mat->shader=NULL; + _material_make_dirty(mat); + + shader->materials.remove( shader->materials.first() ); + } + + //material_shader.free_custom_shader(shader->custom_code_id); + shader_owner.free(p_rid); + memdelete(shader); + + } else if (material_owner.owns(p_rid)) { + + // delete the texture + Material *material = material_owner.get(p_rid); + + if (material->shader) { + material->shader->materials.remove( & material->list ); + } + + if (material->ubo_id) { + glDeleteBuffers(1,&material->ubo_id); + } + + //remove from owners + for (Map<Geometry*,int>::Element *E=material->geometry_owners.front();E;E=E->next()) { + + Geometry *g = E->key(); + g->material=RID(); + } + for (Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) { + RasterizerScene::InstanceBase*ins=E->key(); + if (ins->material_override==p_rid) { + ins->material_override=RID(); + } + + for(int i=0;i<ins->materials.size();i++) { + if (ins->materials[i]==p_rid) { + ins->materials[i]=RID(); + } + } + + } + + material_owner.free(p_rid); + memdelete(material); + + } else if (skeleton_owner.owns(p_rid)) { + + // delete the texture + Skeleton *skeleton = skeleton_owner.get(p_rid); + if (skeleton->update_list.in_list()) { + skeleton_update_list.remove(&skeleton->update_list); + } + + for (Set<RasterizerScene::InstanceBase*>::Element *E=skeleton->instances.front();E;E=E->next()) { + E->get()->skeleton=RID(); + } + + skeleton_allocate(p_rid,0,false); + skeleton_owner.free(p_rid); + memdelete(skeleton); + + } else if (mesh_owner.owns(p_rid)) { + + // delete the texture + Mesh *mesh = mesh_owner.get(p_rid); + mesh->instance_remove_deps(); + mesh_clear(p_rid); + + mesh_owner.free(p_rid); + memdelete(mesh); + + } else if (multimesh_owner.owns(p_rid)) { + + // delete the texture + MultiMesh *multimesh = multimesh_owner.get(p_rid); + multimesh->instance_remove_deps(); + + multimesh_allocate(p_rid,0,VS::MULTIMESH_TRANSFORM_2D,VS::MULTIMESH_COLOR_NONE); //frees multimesh + update_dirty_multimeshes(); + + multimesh_owner.free(p_rid); + memdelete(multimesh); + } else if (immediate_owner.owns(p_rid)) { + + Immediate *immediate = immediate_owner.get(p_rid); + immediate->instance_remove_deps(); + + immediate_owner.free(p_rid); + memdelete(immediate); + } else if (light_owner.owns(p_rid)) { + + // delete the texture + Light *light = light_owner.get(p_rid); + light->instance_remove_deps(); + + light_owner.free(p_rid); + memdelete(light); + + } else if (reflection_probe_owner.owns(p_rid)) { + + // delete the texture + ReflectionProbe *reflection_probe = reflection_probe_owner.get(p_rid); + reflection_probe->instance_remove_deps(); + + reflection_probe_owner.free(p_rid); + memdelete(reflection_probe); + + } else if (gi_probe_owner.owns(p_rid)) { + + // delete the texture + GIProbe *gi_probe = gi_probe_owner.get(p_rid); + + + gi_probe_owner.free(p_rid); + memdelete(gi_probe); + } else if (gi_probe_data_owner.owns(p_rid)) { + + // delete the texture + GIProbeData *gi_probe_data = gi_probe_data_owner.get(p_rid); + + print_line("dyndata delete"); + glDeleteTextures(1,&gi_probe_data->tex_id); + gi_probe_owner.free(p_rid); + memdelete(gi_probe_data); + + } else if (canvas_occluder_owner.owns(p_rid)) { + + + CanvasOccluder *co = canvas_occluder_owner.get(p_rid); + if (co->index_id) + glDeleteBuffers(1,&co->index_id); + if (co->vertex_id) + glDeleteBuffers(1,&co->vertex_id); + + canvas_occluder_owner.free(p_rid); + memdelete(co); + + } else if (canvas_light_shadow_owner.owns(p_rid)) { + + CanvasLightShadow *cls = canvas_light_shadow_owner.get(p_rid); + glDeleteFramebuffers(1,&cls->fbo); + glDeleteRenderbuffers(1,&cls->depth); + glDeleteTextures(1,&cls->distance); + canvas_light_shadow_owner.free(p_rid); + memdelete(cls); + } else { + return false; + } + + return true; +} + +//////////////////////////////////////////// + + +void RasterizerStorageGLES3::initialize() { + + config.render_arch=RENDER_ARCH_DESKTOP; + //config.fbo_deferred=int(Globals::get_singleton()->get("rendering/gles3/lighting_technique")); + + config.system_fbo=0; + + + //// extensions config + /// + + { + + int max_extensions=0; + print_line("getting extensions"); + glGetIntegerv(GL_NUM_EXTENSIONS,&max_extensions); + print_line("total "+itos(max_extensions)); + for(int i=0;i<max_extensions;i++) { + const GLubyte *s = glGetStringi( GL_EXTENSIONS,i ); + if (!s) + break; + config.extensions.insert((const char*)s); + } + } + + config.shrink_textures_x2=false; + config.use_fast_texture_filter=int(Globals::get_singleton()->get("rendering/gles3/use_nearest_mipmap_filter")); + config.use_anisotropic_filter = config.extensions.has("GL_EXT_texture_filter_anisotropic"); + + config.s3tc_supported=config.extensions.has("GL_EXT_texture_compression_dxt1") || config.extensions.has("GL_EXT_texture_compression_s3tc") || config.extensions.has("WEBGL_compressed_texture_s3tc"); + config.etc_supported=config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); + config.latc_supported=config.extensions.has("GL_EXT_texture_compression_latc"); + config.bptc_supported=config.extensions.has("GL_ARB_texture_compression_bptc"); +#ifdef GLES_OVER_GL + config.etc2_supported=false; +#else + config.etc2_supported=true; +#endif + config.pvrtc_supported=config.extensions.has("GL_IMG_texture_compression_pvrtc"); + config.srgb_decode_supported=config.extensions.has("GL_EXT_texture_sRGB_decode"); + + + + config.anisotropic_level=1.0; + config.use_anisotropic_filter=config.extensions.has("GL_EXT_texture_filter_anisotropic"); + if (config.use_anisotropic_filter) { + glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT,&config.anisotropic_level); + config.anisotropic_level=MIN(int(Globals::get_singleton()->get("rendering/gles3/anisotropic_filter_level")),config.anisotropic_level); + } + + + frame.clear_request=false; + + shaders.copy.init(); + + { + //default textures + + + glGenTextures(1, &resources.white_tex); + unsigned char whitetexdata[8*8*3]; + for(int i=0;i<8*8*3;i++) { + whitetexdata[i]=255; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,resources.white_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D,0); + + glGenTextures(1, &resources.black_tex); + unsigned char blacktexdata[8*8*3]; + for(int i=0;i<8*8*3;i++) { + blacktexdata[i]=0; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,resources.black_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,blacktexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D,0); + + glGenTextures(1, &resources.normal_tex); + unsigned char normaltexdata[8*8*3]; + for(int i=0;i<8*8*3;i+=3) { + normaltexdata[i+0]=128; + normaltexdata[i+1]=128; + normaltexdata[i+2]=255; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,resources.normal_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,normaltexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D,0); + + + glGenTextures(1, &resources.aniso_tex); + unsigned char anisotexdata[8*8*3]; + for(int i=0;i<8*8*3;i+=3) { + anisotexdata[i+0]=255; + anisotexdata[i+1]=128; + anisotexdata[i+2]=0; + } + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,resources.aniso_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,anisotexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D,0); + + } + + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&config.max_texture_image_units); + glGetIntegerv(GL_MAX_TEXTURE_SIZE,&config.max_texture_size); + +#ifdef GLES_OVER_GL + config.use_rgba_2d_shadows=false; +#else + config.use_rgba_2d_shadows=true; +#endif + + + //generic quadie for copying + + { + //quad buffers + + glGenBuffers(1,&resources.quadie); + glBindBuffer(GL_ARRAY_BUFFER,resources.quadie); + { + const float qv[16]={ + -1,-1, + 0, 0, + -1, 1, + 0, 1, + 1, 1, + 1, 1, + 1,-1, + 1, 0, + }; + + glBufferData(GL_ARRAY_BUFFER,sizeof(float)*16,qv,GL_STATIC_DRAW); + } + + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + + + glGenVertexArrays(1,&resources.quadie_array); + glBindVertexArray(resources.quadie_array); + glBindBuffer(GL_ARRAY_BUFFER,resources.quadie); + glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,0); + glEnableVertexAttribArray(0); + glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,sizeof(float)*4,((uint8_t*)NULL)+8); + glEnableVertexAttribArray(4); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + } + + //generic quadie for copying without touching skybox + + { + //transform feedback buffers + uint32_t xf_feedback_size = GLOBAL_DEF("rendering/gles3/blend_shape_max_buffer_size_kb",4096); + for(int i=0;i<2;i++) { + + glGenBuffers(1,&resources.transform_feedback_buffers[i]); + glBindBuffer(GL_ARRAY_BUFFER,resources.transform_feedback_buffers[i]); + glBufferData(GL_ARRAY_BUFFER,xf_feedback_size*1024,NULL,GL_STREAM_DRAW); + } + + shaders.blend_shapes.init();; + + glGenVertexArrays(1,&resources.transform_feedback_array); + + } + + shaders.cubemap_filter.init(); + shaders.particles.init(); + + glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS); + + frame.count=0; + frame.prev_tick=0; + frame.delta=0; + config.keep_original_textures=false; +} + +void RasterizerStorageGLES3::finalize() { + + glDeleteTextures(1, &resources.white_tex); + glDeleteTextures(1, &resources.black_tex); + glDeleteTextures(1, &resources.normal_tex); + +} + + +RasterizerStorageGLES3::RasterizerStorageGLES3() +{ + +} diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h new file mode 100644 index 0000000000..357b69183e --- /dev/null +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -0,0 +1,1247 @@ +#ifndef RASTERIZERSTORAGEGLES3_H +#define RASTERIZERSTORAGEGLES3_H + +#include "servers/visual/rasterizer.h" +#include "servers/visual/shader_language.h" +#include "shader_gles3.h" +#include "shaders/copy.glsl.h" +#include "shaders/canvas.glsl.h" +#include "shaders/blend_shape.glsl.h" +#include "shaders/cubemap_filter.glsl.h" +#include "shaders/particles.glsl.h" +#include "self_list.h" +#include "shader_compiler_gles3.h" + +class RasterizerCanvasGLES3; +class RasterizerSceneGLES3; + +#define _TEXTURE_SRGB_DECODE_EXT 0x8A48 +#define _DECODE_EXT 0x8A49 +#define _SKIP_DECODE_EXT 0x8A4A + +class RasterizerStorageGLES3 : public RasterizerStorage { +public: + + RasterizerCanvasGLES3 *canvas; + RasterizerSceneGLES3 *scene; + + enum RenderArchitecture { + RENDER_ARCH_MOBILE, + RENDER_ARCH_DESKTOP, + }; + + struct Config { + + RenderArchitecture render_arch; + + GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo. + + bool shrink_textures_x2; + bool use_fast_texture_filter; + bool use_anisotropic_filter; + + bool s3tc_supported; + bool latc_supported; + bool bptc_supported; + bool etc_supported; + bool etc2_supported; + bool pvrtc_supported; + + bool srgb_decode_supported; + + bool use_rgba_2d_shadows; + + float anisotropic_level; + + int max_texture_image_units; + int max_texture_size; + + Set<String> extensions; + + bool keep_original_textures; + } config; + + mutable struct Shaders { + + CopyShaderGLES3 copy; + + ShaderCompilerGLES3 compiler; + + CubemapFilterShaderGLES3 cubemap_filter; + + BlendShapeShaderGLES3 blend_shapes; + + ParticlesShaderGLES3 particles; + + ShaderCompilerGLES3::IdentifierActions actions_canvas; + ShaderCompilerGLES3::IdentifierActions actions_scene; + ShaderCompilerGLES3::IdentifierActions actions_particles; + } shaders; + + struct Resources { + + GLuint white_tex; + GLuint black_tex; + GLuint normal_tex; + GLuint aniso_tex; + + GLuint quadie; + GLuint quadie_array; + + GLuint transform_feedback_buffers[2]; + GLuint transform_feedback_array; + + } resources; + + struct Info { + + uint64_t texture_mem; + + uint32_t render_object_count; + uint32_t render_material_switch_count; + uint32_t render_surface_switch_count; + uint32_t render_shader_rebind_count; + uint32_t render_vertices_count; + + } info; + + +///////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////DATA/////////////////////////////////////////////////// +///////////////////////////////////////////////////////////////////////////////////////// + + + + + + + + + + struct Instantiable : public RID_Data { + + SelfList<RasterizerScene::InstanceBase>::List instance_list; + + _FORCE_INLINE_ void instance_change_notify() { + + SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first(); + while(instances) { + + instances->self()->base_changed(); + instances=instances->next(); + } + } + + _FORCE_INLINE_ void instance_material_change_notify() { + + SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first(); + while(instances) { + + instances->self()->base_material_changed(); + instances=instances->next(); + } + } + + _FORCE_INLINE_ void instance_remove_deps() { + SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first(); + while(instances) { + + SelfList<RasterizerScene::InstanceBase> *next = instances->next(); + instances->self()->base_removed(); + instances=next; + } + } + + + Instantiable() { } + virtual ~Instantiable() { + + } + }; + + struct GeometryOwner : public Instantiable { + + virtual ~GeometryOwner() {} + }; + struct Geometry : Instantiable { + + enum Type { + GEOMETRY_INVALID, + GEOMETRY_SURFACE, + GEOMETRY_IMMEDIATE, + GEOMETRY_MULTISURFACE, + }; + + + Type type; + RID material; + uint64_t last_pass; + uint32_t index; + + virtual void material_changed_notify() {} + + Geometry() { + last_pass=0; + index=0; + } + + }; + + + +///////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////API//////////////////////////////////////////////////// +///////////////////////////////////////////////////////////////////////////////////////// + + + /* TEXTURE API */ + + struct RenderTarget; + + struct Texture : public RID_Data { + + String path; + uint32_t flags; + int width,height; + int alloc_width, alloc_height; + Image::Format format; + + GLenum target; + GLenum gl_format_cache; + GLenum gl_internal_format_cache; + GLenum gl_type_cache; + int data_size; //original data size, useful for retrieving back + bool compressed; + bool srgb; + int total_data_size; + bool ignore_mipmaps; + + int mipmaps; + + bool active; + GLuint tex_id; + + bool using_srgb; + + uint16_t stored_cube_sides; + + RenderTarget *render_target; + + Image images[6]; + + Texture() { + + using_srgb=false; + stored_cube_sides=0; + ignore_mipmaps=false; + render_target=NULL; + flags=width=height=0; + tex_id=0; + data_size=0; + format=Image::FORMAT_L8; + active=false; + compressed=false; + total_data_size=0; + target=GL_TEXTURE_2D; + mipmaps=0; + + } + + ~Texture() { + + if (tex_id!=0) { + + glDeleteTextures(1,&tex_id); + } + } + }; + + mutable RID_Owner<Texture> texture_owner; + + Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags, GLenum& r_gl_format, GLenum& r_gl_internal_format, GLenum &r_type, bool &r_compressed, bool &srgb); + + virtual RID texture_create(); + virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); + virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT); + virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const; + virtual void texture_set_flags(RID p_texture,uint32_t p_flags); + virtual uint32_t texture_get_flags(RID p_texture) const; + virtual Image::Format texture_get_format(RID p_texture) const; + virtual uint32_t texture_get_width(RID p_texture) const; + virtual uint32_t texture_get_height(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); + + virtual void texture_set_path(RID p_texture,const String& p_path); + virtual String texture_get_path(RID p_texture) const; + + virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); + + virtual void texture_debug_usage(List<VS::TextureInfo> *r_info); + + virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const; + + virtual void textures_keep_original(bool p_enable); + + /* SKYBOX API */ + + struct SkyBox : public RID_Data { + + RID cubemap; + GLuint radiance; + int radiance_size; + }; + + mutable RID_Owner<SkyBox> skybox_owner; + + virtual RID skybox_create(); + virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,int p_radiance_size); + + /* SHADER API */ + + struct Material; + + struct Shader : public RID_Data { + + RID self; + + VS::ShaderMode mode; + ShaderGLES3 *shader; + String code; + SelfList<Material>::List materials; + + + + Map<StringName,ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<uint32_t> ubo_offsets; + uint32_t ubo_size; + + uint32_t texture_count; + + uint32_t custom_code_id; + uint32_t version; + + SelfList<Shader> dirty_list; + + Map<StringName,RID> default_textures; + + Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; + + bool valid; + + String path; + + struct CanvasItem { + + enum BlendMode { + BLEND_MODE_MIX, + BLEND_MODE_ADD, + BLEND_MODE_SUB, + BLEND_MODE_MUL, + BLEND_MODE_PMALPHA, + }; + + int blend_mode; + + enum LightMode { + LIGHT_MODE_NORMAL, + LIGHT_MODE_UNSHADED, + LIGHT_MODE_LIGHT_ONLY + }; + + int light_mode; + + } canvas_item; + + struct Spatial { + + enum BlendMode { + BLEND_MODE_MIX, + BLEND_MODE_ADD, + BLEND_MODE_SUB, + BLEND_MODE_MUL, + }; + + int blend_mode; + + enum DepthDrawMode { + DEPTH_DRAW_OPAQUE, + DEPTH_DRAW_ALWAYS, + DEPTH_DRAW_NEVER, + DEPTH_DRAW_ALPHA_PREPASS, + }; + + int depth_draw_mode; + + enum CullMode { + CULL_MODE_FRONT, + CULL_MODE_BACK, + CULL_MODE_DISABLED, + }; + + int cull_mode; + + bool uses_alpha; + bool unshaded; + bool ontop; + bool uses_vertex; + bool uses_discard; + bool uses_sss; + + } spatial; + + struct Particles { + + + } particles; + + + bool uses_vertex_time; + bool uses_fragment_time; + + Shader() : dirty_list(this) { + + shader=NULL; + valid=false; + custom_code_id=0; + version=1; + } + }; + + mutable SelfList<Shader>::List _shader_dirty_list; + void _shader_make_dirty(Shader* p_shader); + + mutable RID_Owner<Shader> shader_owner; + + virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL); + + virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); + virtual VS::ShaderMode shader_get_mode(RID p_shader) const; + + virtual void shader_set_code(RID p_shader, const String& p_code); + virtual String shader_get_code(RID p_shader) const; + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; + + virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture); + virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const; + + void _update_shader(Shader* p_shader) const; + + void update_dirty_shaders(); + + + + /* COMMON MATERIAL API */ + + struct Material : public RID_Data { + + Shader *shader; + GLuint ubo_id; + uint32_t ubo_size; + Map<StringName,Variant> params; + SelfList<Material> list; + SelfList<Material> dirty_list; + Vector<RID> textures; + float line_width; + + uint32_t index; + uint64_t last_pass; + + Map<Geometry*,int> geometry_owners; + Map<RasterizerScene::InstanceBase*,int> instance_owners; + + bool can_cast_shadow_cache; + bool is_animated_cache; + + Material() : list(this), dirty_list(this) { + can_cast_shadow_cache=false; + is_animated_cache=false; + shader=NULL; + line_width=1.0; + ubo_id=0; + ubo_size=0; + last_pass=0; + } + + }; + + mutable SelfList<Material>::List _material_dirty_list; + void _material_make_dirty(Material *p_material) const; + void _material_add_geometry(RID p_material,Geometry *p_instantiable); + void _material_remove_geometry(RID p_material, Geometry *p_instantiable); + + + mutable RID_Owner<Material> material_owner; + + virtual RID material_create(); + + virtual void material_set_shader(RID p_material, RID p_shader); + virtual RID material_get_shader(RID p_material) const; + + virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); + virtual Variant material_get_param(RID p_material, const StringName& p_param) const; + + virtual void material_set_line_width(RID p_material, float p_width); + + virtual bool material_is_animated(RID p_material); + virtual bool material_casts_shadows(RID p_material); + + virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); + virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); + + void _update_material(Material* material); + + void update_dirty_materials(); + + /* MESH API */ + + + + + + + struct Mesh; + struct Surface : public Geometry { + + struct Attrib { + + bool enabled; + bool integer; + GLuint index; + GLint size; + GLenum type; + GLboolean normalized; + GLsizei stride; + uint32_t offset; + }; + + Attrib attribs[VS::ARRAY_MAX]; + + + + Mesh *mesh; + uint32_t format; + + GLuint array_id; + GLuint instancing_array_id; + GLuint vertex_id; + GLuint index_id; + + Vector<AABB> skeleton_bone_aabb; + Vector<bool> skeleton_bone_used; + + //bool packed; + + struct MorphTarget { + GLuint vertex_id; + GLuint array_id; + }; + + Vector<MorphTarget> morph_targets; + + AABB aabb; + + int array_len; + int index_array_len; + int max_bone; + + int array_byte_size; + int index_array_byte_size; + + + VS::PrimitiveType primitive; + + bool active; + + virtual void material_changed_notify() { + mesh->instance_material_change_notify(); + } + + Surface() { + + array_byte_size=0; + index_array_byte_size=0; + mesh=NULL; + format=0; + array_id=0; + vertex_id=0; + index_id=0; + array_len=0; + type=GEOMETRY_SURFACE; + primitive=VS::PRIMITIVE_POINTS; + index_array_len=0; + active=false; + + } + + ~Surface() { + + } + }; + + + struct Mesh : public GeometryOwner { + + bool active; + Vector<Surface*> surfaces; + int morph_target_count; + VS::MorphTargetMode morph_target_mode; + AABB custom_aabb; + mutable uint64_t last_pass; + Mesh() { + morph_target_mode=VS::MORPH_MODE_NORMALIZED; + morph_target_count=0; + last_pass=0; + active=false; + } + }; + + mutable RID_Owner<Mesh> mesh_owner; + + virtual RID mesh_create(); + + virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>()); + + virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); + virtual int mesh_get_morph_target_count(RID p_mesh) const; + + + virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode); + virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; + + virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; + virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; + + virtual DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const; + virtual DVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const; + + + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; + virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + + virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; + virtual Vector<DVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; + virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const; + + virtual void mesh_remove_surface(RID p_mesh, int p_surface); + virtual int mesh_get_surface_count(RID p_mesh) const; + + virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb); + virtual AABB mesh_get_custom_aabb(RID p_mesh) const; + + virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const; + virtual void mesh_clear(RID p_mesh); + + void mesh_render_blend_shapes(Surface *s, float *p_weights); + + /* MULTIMESH API */ + + struct MultiMesh : public GeometryOwner { + RID mesh; + int size; + VS::MultimeshTransformFormat transform_format; + VS::MultimeshColorFormat color_format; + Vector<float> data; + AABB aabb; + SelfList<MultiMesh> update_list; + GLuint buffer; + int visible_instances; + + int xform_floats; + int color_floats; + + bool dirty_aabb; + bool dirty_data; + + MultiMesh() : update_list(this) { + dirty_aabb=true; + dirty_data=true; + xform_floats=0; + color_floats=0; + visible_instances=-1; + size=0; + buffer=0; + transform_format=VS::MULTIMESH_TRANSFORM_2D; + color_format=VS::MULTIMESH_COLOR_NONE; + } + }; + + mutable RID_Owner<MultiMesh> multimesh_owner; + + SelfList<MultiMesh>::List multimesh_update_list; + + void update_dirty_multimeshes(); + + virtual RID multimesh_create(); + + virtual void multimesh_allocate(RID p_multimesh,int p_instances,VS::MultimeshTransformFormat p_transform_format,VS::MultimeshColorFormat p_color_format); + virtual int multimesh_get_instance_count(RID p_multimesh) const; + + virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); + virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); + virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform); + virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); + + virtual RID multimesh_get_mesh(RID p_multimesh) const; + + virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; + virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const; + virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; + + virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); + virtual int multimesh_get_visible_instances(RID p_multimesh) const; + + virtual AABB multimesh_get_aabb(RID p_multimesh) const; + + /* IMMEDIATE API */ + + struct Immediate : public Geometry { + + struct Chunk { + + RID texture; + VS::PrimitiveType primitive; + Vector<Vector3> vertices; + Vector<Vector3> normals; + Vector<Plane> tangents; + Vector<Color> colors; + Vector<Vector2> uvs; + Vector<Vector2> uvs2; + }; + + List<Chunk> chunks; + bool building; + int mask; + AABB aabb; + + Immediate() { type=GEOMETRY_IMMEDIATE; building=false;} + + }; + + Vector3 chunk_vertex; + Vector3 chunk_normal; + Plane chunk_tangent; + Color chunk_color; + Vector2 chunk_uv; + Vector2 chunk_uv2; + + mutable RID_Owner<Immediate> immediate_owner; + + virtual RID immediate_create(); + virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID()); + virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex); + virtual void immediate_normal(RID p_immediate,const Vector3& p_normal); + virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent); + virtual void immediate_color(RID p_immediate,const Color& p_color); + virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv); + virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv); + virtual void immediate_end(RID p_immediate); + virtual void immediate_clear(RID p_immediate); + virtual void immediate_set_material(RID p_immediate,RID p_material); + virtual RID immediate_get_material(RID p_immediate) const; + virtual AABB immediate_get_aabb(RID p_immediate) const; + + /* SKELETON API */ + + struct Skeleton : RID_Data { + int size; + bool use_2d; + Vector<float> bones; //4x3 or 4x2 depending on what is needed + GLuint ubo; + SelfList<Skeleton> update_list; + Set<RasterizerScene::InstanceBase*> instances; //instances using skeleton + + Skeleton() : update_list(this) { + size=0; + use_2d=false; + ubo=0; + } + }; + + mutable RID_Owner<Skeleton> skeleton_owner; + + SelfList<Skeleton>::List skeleton_update_list; + + void update_dirty_skeletons(); + + virtual RID skeleton_create(); + virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false); + virtual int skeleton_get_bone_count(RID p_skeleton) const; + virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); + virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const; + virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform); + virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const; + + /* Light API */ + + + struct Light : Instantiable { + + VS::LightType type; + float param[VS::LIGHT_PARAM_MAX]; + Color color; + Color shadow_color; + RID projector; + bool shadow; + bool negative; + uint32_t cull_mask; + VS::LightOmniShadowMode omni_shadow_mode; + VS::LightOmniShadowDetail omni_shadow_detail; + VS::LightDirectionalShadowMode directional_shadow_mode; + bool directional_blend_splits; + uint64_t version; + }; + + mutable RID_Owner<Light> light_owner; + + virtual RID light_create(VS::LightType p_type); + + virtual void light_set_color(RID p_light,const Color& p_color); + virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value); + virtual void light_set_shadow(RID p_light,bool p_enabled); + virtual void light_set_shadow_color(RID p_light,const Color& p_color); + virtual void light_set_projector(RID p_light,RID p_texture); + virtual void light_set_negative(RID p_light,bool p_enable); + virtual void light_set_cull_mask(RID p_light,uint32_t p_mask); + + + virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); + virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail); + + virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); + virtual void light_directional_set_blend_splits(RID p_light,bool p_enable); + virtual bool light_directional_get_blend_splits(RID p_light) const; + + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); + + virtual bool light_has_shadow(RID p_light) const; + + virtual VS::LightType light_get_type(RID p_light) const; + virtual float light_get_param(RID p_light,VS::LightParam p_param); + virtual Color light_get_color(RID p_light); + + virtual AABB light_get_aabb(RID p_light) const; + virtual uint64_t light_get_version(RID p_light) const; + + /* PROBE API */ + + struct ReflectionProbe : Instantiable { + + VS::ReflectionProbeUpdateMode update_mode; + float intensity; + Color interior_ambient; + float interior_ambient_energy; + float interior_ambient_probe_contrib; + float max_distance; + Vector3 extents; + Vector3 origin_offset; + bool interior; + bool box_projection; + bool enable_shadows; + uint32_t cull_mask; + + }; + + mutable RID_Owner<ReflectionProbe> reflection_probe_owner; + + virtual RID reflection_probe_create(); + + virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); + virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity); + virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient); + virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); + virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib); + virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance); + virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents); + virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset); + virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable); + virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); + virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); + virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); + + virtual AABB reflection_probe_get_aabb(RID p_probe) const; + virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; + virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const; + + virtual Vector3 reflection_probe_get_extents(RID p_probe) const; + virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const; + virtual float reflection_probe_get_origin_max_distance(RID p_probe) const; + virtual bool reflection_probe_renders_shadows(RID p_probe) const; + + + + + /* ROOM API */ + + virtual RID room_create(); + virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform); + virtual void room_clear_bounds(RID p_room); + + /* PORTAL API */ + + // portals are only (x/y) points, forming a convex shape, which its clockwise + // order points outside. (z is 0); + + virtual RID portal_create(); + virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape); + virtual void portal_set_enabled(RID p_portal, bool p_enabled); + virtual void portal_set_disable_distance(RID p_portal, float p_distance); + virtual void portal_set_disabled_color(RID p_portal, const Color& p_color); + + + + + + + + /* GI PROBE API */ + + struct GIProbe : public Instantiable { + + + AABB bounds; + Transform to_cell; + float cell_size; + + int dynamic_range; + float energy; + bool interior; + bool compress; + + uint32_t version; + + DVector<int> dynamic_data; + + + }; + + mutable RID_Owner<GIProbe> gi_probe_owner; + + virtual RID gi_probe_create(); + + virtual void gi_probe_set_bounds(RID p_probe,const AABB& p_bounds); + virtual AABB gi_probe_get_bounds(RID p_probe) const; + + virtual void gi_probe_set_cell_size(RID p_probe, float p_size); + virtual float gi_probe_get_cell_size(RID p_probe) const; + + virtual void gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform); + virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const; + + virtual void gi_probe_set_dynamic_data(RID p_probe,const DVector<int>& p_data); + virtual DVector<int> gi_probe_get_dynamic_data(RID p_probe) const; + + virtual void gi_probe_set_dynamic_range(RID p_probe,int p_range); + virtual int gi_probe_get_dynamic_range(RID p_probe) const; + + virtual void gi_probe_set_energy(RID p_probe,float p_range); + virtual float gi_probe_get_energy(RID p_probe) const; + + virtual void gi_probe_set_interior(RID p_probe,bool p_enable); + virtual bool gi_probe_is_interior(RID p_probe) const; + + virtual void gi_probe_set_compress(RID p_probe,bool p_enable); + virtual bool gi_probe_is_compressed(RID p_probe) const; + + virtual uint32_t gi_probe_get_version(RID p_probe); + + struct GIProbeData : public RID_Data { + + int width; + int height; + int depth; + int levels; + GLuint tex_id; + GIProbeCompression compression; + + GIProbeData() { + } + }; + + mutable RID_Owner<GIProbeData> gi_probe_data_owner; + + virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const; + virtual RID gi_probe_dynamic_data_create(int p_width,int p_height,int p_depth,GIProbeCompression p_compression); + virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data,int p_depth_slice,int p_slice_count,int p_mipmap,const void* p_data); + + /* PARTICLES */ + + struct Particles : public Instantiable { + + bool emitting; + int amount; + float lifetime; + float pre_process_time; + float explosiveness; + float randomness; + AABB custom_aabb; + Vector3 gravity; + bool use_local_coords; + RID process_material; + + VS::ParticlesEmissionShape emission_shape; + float emission_sphere_radius; + Vector3 emission_box_extents; + DVector<Vector3> emission_points; + GLuint emission_point_texture; + + VS::ParticlesDrawOrder draw_order; + struct DrawPass { + RID mesh; + RID material; + }; + + Vector<DrawPass> draw_passes; + + AABB computed_aabb; + + GLuint particle_buffers[2]; + + SelfList<Particles> particle_element; + + float phase; + float prev_phase; + uint64_t prev_ticks; + + Transform origin; + + Particles() : particle_element(this) { + emitting=false; + amount=0; + lifetime=1.0;; + pre_process_time=0.0; + explosiveness=0.0; + randomness=0.0; + use_local_coords=true; + + draw_order=VS::PARTICLES_DRAW_ORDER_INDEX; + emission_shape=VS::PARTICLES_EMSSION_POINT; + emission_sphere_radius=1.0; + emission_box_extents=Vector3(1,1,1); + emission_point_texture=0; + particle_buffers[0]=0; + particle_buffers[1]=0; + + prev_ticks=0; + + glGenBuffers(2,particle_buffers); + } + + ~Particles() { + + glDeleteBuffers(2,particle_buffers); + } + + + }; + + SelfList<Particles>::List particle_update_list; + + void update_particles(); + + + mutable RID_Owner<Particles> particles_owner; + + virtual RID particles_create(); + + virtual void particles_set_emitting(RID p_particles,bool p_emitting); + virtual void particles_set_amount(RID p_particles,int p_amount); + virtual void particles_set_lifetime(RID p_particles,float p_lifetime); + virtual void particles_set_pre_process_time(RID p_particles,float p_time); + virtual void particles_set_explosiveness_ratio(RID p_particles,float p_ratio); + virtual void particles_set_randomness_ratio(RID p_particles,float p_ratio); + virtual void particles_set_custom_aabb(RID p_particles,const AABB& p_aabb); + virtual void particles_set_gravity(RID p_particles,const Vector3& p_gravity); + virtual void particles_set_use_local_coordinates(RID p_particles,bool p_enable); + virtual void particles_set_process_material(RID p_particles,RID p_material); + + virtual void particles_set_emission_shape(RID p_particles,VS::ParticlesEmissionShape p_shape); + virtual void particles_set_emission_sphere_radius(RID p_particles,float p_radius); + virtual void particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents); + virtual void particles_set_emission_points(RID p_particles,const DVector<Vector3>& p_points); + + + virtual void particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order); + + virtual void particles_set_draw_passes(RID p_particles,int p_count); + virtual void particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material); + virtual void particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh); + + virtual AABB particles_get_current_aabb(RID p_particles); + + /* INSTANCE */ + + virtual void instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance); + virtual void instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance); + + virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance); + virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance); + + /* RENDER TARGET */ + + struct RenderTarget : public RID_Data { + + GLuint fbo; + GLuint color; + GLuint depth; + + struct Buffers { + GLuint fbo; + GLuint depth; + GLuint specular; + GLuint diffuse; + GLuint normal_rough; + GLuint motion_sss; + + GLuint effect_fbo; + GLuint effect; + + } buffers; + + struct Effects { + + struct MipMaps { + + struct Size { + GLuint fbo; + int width; + int height; + }; + + Vector<Size> sizes; + GLuint color; + int levels; + + MipMaps() { color=0; levels=0;} + }; + + MipMaps mip_maps[2]; //first mipmap chain starts from full-screen + //GLuint depth2; //depth for the second mipmap chain, in case of desiring upsampling + + struct SSAO { + GLuint blur_fbo[2]; // blur fbo + GLuint blur_red[2]; // 8 bits red buffer + + GLuint linear_depth; + + Vector<GLuint> depth_mipmap_fbos; //fbos for depth mipmapsla ver + + SSAO() { blur_fbo[0]=0; blur_fbo[1]=0; linear_depth=0; } + } ssao; + + Effects() {} + + } effects; + + struct Exposure { + GLuint fbo; + GLuint color; + + Exposure() { fbo=0; } + } exposure; + + uint64_t last_exposure_tick; + + int width,height; + + bool flags[RENDER_TARGET_FLAG_MAX]; + + bool used_in_frame; + VS::ViewportMSAA msaa; + + RID texture; + + RenderTarget() { + + msaa=VS::VIEWPORT_MSAA_DISABLED; + width=0; + height=0; + depth=0; + fbo=0; + buffers.fbo=0; + used_in_frame=false; + + flags[RENDER_TARGET_VFLIP]=false; + flags[RENDER_TARGET_TRANSPARENT]=false; + flags[RENDER_TARGET_NO_3D]=false; + flags[RENDER_TARGET_HDR]=true; + flags[RENDER_TARGET_NO_SAMPLING]=false; + + last_exposure_tick=0; + } + }; + + mutable RID_Owner<RenderTarget> render_target_owner; + + void _render_target_clear(RenderTarget *rt); + void _render_target_allocate(RenderTarget *rt); + + virtual RID render_target_create(); + virtual void render_target_set_size(RID p_render_target,int p_width, int p_height); + virtual RID render_target_get_texture(RID p_render_target) const; + + virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value); + virtual bool render_target_renedered_in_frame(RID p_render_target); + virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa); + + /* CANVAS SHADOW */ + + struct CanvasLightShadow : public RID_Data { + + int size; + int height; + GLuint fbo; + GLuint depth; + GLuint distance; //for older devices + }; + + RID_Owner<CanvasLightShadow> canvas_light_shadow_owner; + + virtual RID canvas_light_shadow_buffer_create(int p_width); + + /* LIGHT SHADOW MAPPING */ + + struct CanvasOccluder : public RID_Data { + + GLuint vertex_id; // 0 means, unconfigured + GLuint index_id; // 0 means, unconfigured + DVector<Vector2> lines; + int len; + }; + + RID_Owner<CanvasOccluder> canvas_occluder_owner; + + virtual RID canvas_light_occluder_create(); + virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines); + + virtual VS::InstanceType get_base_type(RID p_rid) const; + + virtual bool free(RID p_rid); + + + struct Frame { + + RenderTarget *current_rt; + + bool clear_request; + Color clear_request_color; + int canvas_draw_commands; + float time[4]; + float delta; + uint64_t prev_tick; + uint64_t count; + } frame; + + void initialize(); + void finalize(); + + + + RasterizerStorageGLES3(); +}; + + +#endif // RASTERIZERSTORAGEGLES3_H diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp new file mode 100644 index 0000000000..26b9aeada4 --- /dev/null +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -0,0 +1,738 @@ +#include "shader_compiler_gles3.h" +#include "os/os.h" + +#define SL ShaderLanguage + +static String _mktab(int p_level) { + + String tb; + for(int i=0;i<p_level;i++) { + tb+="\t"; + } + + return tb; +} + +static String _typestr(SL::DataType p_type) { + + return ShaderLanguage::get_datatype_name(p_type); +} + +static int _get_datatype_size(SL::DataType p_type) { + + switch(p_type) { + + case SL::TYPE_VOID: return 0; + case SL::TYPE_BOOL: return 4; + case SL::TYPE_BVEC2: return 8; + case SL::TYPE_BVEC3: return 16; + case SL::TYPE_BVEC4: return 16; + case SL::TYPE_INT: return 4; + case SL::TYPE_IVEC2: return 8; + case SL::TYPE_IVEC3: return 16; + case SL::TYPE_IVEC4: return 16; + case SL::TYPE_UINT: return 4; + case SL::TYPE_UVEC2: return 8; + case SL::TYPE_UVEC3: return 16; + case SL::TYPE_UVEC4: return 16; + case SL::TYPE_FLOAT: return 4; + case SL::TYPE_VEC2: return 8; + case SL::TYPE_VEC3: return 16; + case SL::TYPE_VEC4: return 16; + case SL::TYPE_MAT2: return 16; + case SL::TYPE_MAT3: return 48; + case SL::TYPE_MAT4: return 64; + case SL::TYPE_SAMPLER2D: return 16; + case SL::TYPE_ISAMPLER2D: return 16; + case SL::TYPE_USAMPLER2D: return 16; + case SL::TYPE_SAMPLERCUBE: return 16; + } + + ERR_FAIL_V(0); +} + + + +static String _prestr(SL::DataPrecision p_pres) { + + + switch(p_pres) { + case SL::PRECISION_LOWP: return "lowp "; + case SL::PRECISION_MEDIUMP: return "mediump "; + case SL::PRECISION_HIGHP: return "highp "; + case SL::PRECISION_DEFAULT: return ""; + } + return ""; +} + + +static String _opstr(SL::Operator p_op) { + + return SL::get_operator_text(p_op); +} + +static String _mkid(const String& p_id) { + + return "m_"+p_id; +} + +static String f2sp0(float p_float) { + + if (int(p_float)==p_float) + return itos(p_float)+".0"; + else + return rtoss(p_float); +} + +static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) { + + switch(p_type) { + case SL::TYPE_BOOL: return p_values[0].boolean?"true":"false"; + case SL::TYPE_BVEC2: + case SL::TYPE_BVEC3: + case SL::TYPE_BVEC4: { + + + String text="bvec"+itos(p_type-SL::TYPE_BOOL+1)+"("; + for(int i=0;i<p_values.size();i++) { + if (i>0) + text+=","; + + text+=p_values[i].boolean?"true":"false"; + } + text+=")"; + return text; + } + + case SL::TYPE_INT: return itos(p_values[0].sint); + case SL::TYPE_IVEC2: + case SL::TYPE_IVEC3: + case SL::TYPE_IVEC4: { + + String text="ivec"+itos(p_type-SL::TYPE_INT+1)+"("; + for(int i=0;i<p_values.size();i++) { + if (i>0) + text+=","; + + text+=itos(p_values[i].sint); + } + text+=")"; + return text; + + } break; + case SL::TYPE_UINT: return itos(p_values[0].uint)+"u"; + case SL::TYPE_UVEC2: + case SL::TYPE_UVEC3: + case SL::TYPE_UVEC4: { + + String text="uvec"+itos(p_type-SL::TYPE_UINT+1)+"("; + for(int i=0;i<p_values.size();i++) { + if (i>0) + text+=","; + + text+=itos(p_values[i].uint)+"u"; + } + text+=")"; + return text; + } break; + case SL::TYPE_FLOAT: return f2sp0(p_values[0].real)+"f"; + case SL::TYPE_VEC2: + case SL::TYPE_VEC3: + case SL::TYPE_VEC4: { + + String text="vec"+itos(p_type-SL::TYPE_FLOAT+1)+"("; + for(int i=0;i<p_values.size();i++) { + if (i>0) + text+=","; + + text+=f2sp0(p_values[i].real); + } + text+=")"; + return text; + + } break; + default: ERR_FAIL_V(String()); + } +} + +void ShaderCompilerGLES3::_dump_function_deps(SL::ShaderNode* p_node, const StringName& p_for_func, const Map<StringName,String>& p_func_code, String& r_to_add, Set<StringName> &added) { + + int fidx=-1; + + for(int i=0;i<p_node->functions.size();i++) { + if (p_node->functions[i].name==p_for_func) { + fidx=i; + break; + } + } + + ERR_FAIL_COND(fidx==-1); + + for (Set<StringName>::Element *E=p_node->functions[fidx].uses_function.front();E;E=E->next()) { + + if (added.has(E->get())) { + continue; //was added already + } + + _dump_function_deps(p_node,E->get(),p_func_code,r_to_add,added); + + SL::FunctionNode *fnode=NULL; + + for(int i=0;i<p_node->functions.size();i++) { + if (p_node->functions[i].name==E->get()) { + fnode=p_node->functions[i].function; + break; + } + } + + ERR_FAIL_COND(!fnode); + + r_to_add+="\n"; + + String header; + header=_typestr(fnode->return_type)+" "+_mkid(fnode->name)+"("; + for(int i=0;i<fnode->arguments.size();i++) { + + if (i>0) + header+=", "; + header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+_mkid(fnode->arguments[i].name); + } + + header+=")\n"; + r_to_add+=header; + r_to_add+=p_func_code[E->get()]; + + added.insert(E->get()); + } +} + +String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, GeneratedCode& r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions) { + + String code; + + switch(p_node->type) { + + case SL::Node::TYPE_SHADER: { + + SL::ShaderNode *pnode=(SL::ShaderNode*)p_node; + + for(int i=0;i<pnode->render_modes.size();i++) { + + if (p_default_actions.render_mode_defines.has(pnode->render_modes[i]) && !used_rmode_defines.has(pnode->render_modes[i])) { + + r_gen_code.defines.push_back(p_default_actions.render_mode_defines[pnode->render_modes[i]].utf8()); + used_rmode_defines.insert(pnode->render_modes[i]); + } + + if (p_actions.render_mode_flags.has(pnode->render_modes[i])) { + *p_actions.render_mode_flags[pnode->render_modes[i]]=true; + } + + if (p_actions.render_mode_values.has(pnode->render_modes[i])) { + Pair<int*,int> &p = p_actions.render_mode_values[pnode->render_modes[i]]; + *p.first=p.second; + } + } + + + int max_texture_uniforms=0; + int max_uniforms=0; + + for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { + if (SL::is_sampler_type(E->get().type)) + max_texture_uniforms++; + else + max_uniforms++; + } + + r_gen_code.texture_uniforms.resize(max_texture_uniforms); + r_gen_code.texture_hints.resize(max_texture_uniforms); + + Vector<int> uniform_sizes; + Vector<int> uniform_alignments; + Vector<StringName> uniform_defines; + uniform_sizes.resize(max_uniforms); + uniform_alignments.resize(max_uniforms); + uniform_defines.resize(max_uniforms); + + for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { + + String ucode; + + if (SL::is_sampler_type(E->get().type)) { + ucode="uniform "; + } + + ucode+=_prestr(E->get().precission); + ucode+=_typestr(E->get().type); + ucode+=" "+_mkid(E->key()); + ucode+=";\n"; + if (SL::is_sampler_type(E->get().type)) { + r_gen_code.vertex_global+=ucode; + r_gen_code.fragment_global+=ucode; + r_gen_code.texture_uniforms[E->get().texture_order]=_mkid(E->key()); + r_gen_code.texture_hints[E->get().texture_order]=E->get().hint; + } else { + if (r_gen_code.uniforms.empty()) { + + r_gen_code.defines.push_back(String("#define USE_MATERIAL\n").ascii()); + } + uniform_defines[E->get().order]=ucode; + uniform_sizes[E->get().order]=_get_datatype_size(E->get().type); + uniform_alignments[E->get().order]=MIN(16,_get_datatype_size(E->get().type)); + } + + p_actions.uniforms->insert(E->key(),E->get()); + + } + + for(int i=0;i<max_uniforms;i++) { + r_gen_code.uniforms+=uniform_defines[i]; + } + // add up + for(int i=0;i<uniform_sizes.size();i++) { + + if (i>0) { + + int align = uniform_sizes[i-1] % uniform_alignments[i]; + if (align!=0) { + uniform_sizes[i-1]+=uniform_alignments[i]-align; + } + + uniform_sizes[i]=uniform_sizes[i]+uniform_sizes[i-1]; + + } + } + //offset + r_gen_code.uniform_offsets.resize(uniform_sizes.size()); + for(int i=0;i<uniform_sizes.size();i++) { + + if (i>0) + r_gen_code.uniform_offsets[i]=uniform_sizes[i-1]; + else + r_gen_code.uniform_offsets[i]=0; + + + } +/* + for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) { + + if (SL::is_sampler_type(E->get().type)) { + continue; + } + + print_line("u - "+String(E->key())+" offset: "+itos(r_gen_code.uniform_offsets[E->get().order])); + + } + +*/ + if (uniform_sizes.size()) { + r_gen_code.uniform_total_size=uniform_sizes[ uniform_sizes.size() -1 ]; + } else { + r_gen_code.uniform_total_size=0; + } + + for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) { + + String vcode; + vcode+=_prestr(E->get().precission); + vcode+=_typestr(E->get().type); + vcode+=" "+String(E->key()); + vcode+=";\n"; + r_gen_code.vertex_global+="out "+vcode; + r_gen_code.fragment_global+="in "+vcode; + } + + Map<StringName,String> function_code; + + //code for functions + for(int i=0;i<pnode->functions.size();i++) { + SL::FunctionNode *fnode=pnode->functions[i].function; + function_code[fnode->name]=_dump_node_code(fnode->body,p_level+1,r_gen_code,p_actions,p_default_actions); + } + + //place functions in actual code + + Set<StringName> added_vtx; + Set<StringName> added_fragment; //share for light + + for(int i=0;i<pnode->functions.size();i++) { + + SL::FunctionNode *fnode=pnode->functions[i].function; + + current_func_name=fnode->name; + + if (fnode->name=="vertex") { + + _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.vertex_global,added_vtx); + r_gen_code.vertex=function_code["vertex"]; + } + + if (fnode->name=="fragment") { + + _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment); + r_gen_code.fragment=function_code["fragment"]; + } + + if (fnode->name=="light") { + + _dump_function_deps(pnode,fnode->name,function_code,r_gen_code.fragment_global,added_fragment); + r_gen_code.light=function_code["light"]; + } + } + + //code+=dump_node_code(pnode->body,p_level); + } break; + case SL::Node::TYPE_FUNCTION: { + + } break; + case SL::Node::TYPE_BLOCK: { + SL::BlockNode *bnode=(SL::BlockNode*)p_node; + + //variables + code+=_mktab(p_level-1)+"{\n"; + for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) { + + code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+_mkid(E->key())+";\n"; + } + + for(int i=0;i<bnode->statements.size();i++) { + + String scode = _dump_node_code(bnode->statements[i],p_level,r_gen_code,p_actions,p_default_actions); + + if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) { + code+=scode; //use directly + } else { + code+=_mktab(p_level)+scode+";\n"; + } + } + code+=_mktab(p_level-1)+"}\n"; + + + } break; + case SL::Node::TYPE_VARIABLE: { + SL::VariableNode *vnode=(SL::VariableNode*)p_node; + + if (p_default_actions.usage_defines.has(vnode->name) && !used_name_defines.has(vnode->name)) { + String define = p_default_actions.usage_defines[vnode->name]; + if (define.begins_with("@")) { + define = p_default_actions.usage_defines[define.substr(1,define.length())]; + } + r_gen_code.defines.push_back(define.utf8()); + used_name_defines.insert(vnode->name); + } + + if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) { + *p_actions.usage_flag_pointers[vnode->name]=true; + used_flag_pointers.insert(vnode->name); + } + + if (p_default_actions.renames.has(vnode->name)) + code=p_default_actions.renames[vnode->name]; + else + code=_mkid(vnode->name); + + if (vnode->name==time_name) { + if (current_func_name==vertex_name) { + r_gen_code.uses_vertex_time=true; + } + if (current_func_name==fragment_name) { + r_gen_code.uses_fragment_time=true; + } + } + + } break; + case SL::Node::TYPE_CONSTANT: { + SL::ConstantNode *cnode=(SL::ConstantNode*)p_node; + return get_constant_text(cnode->datatype,cnode->values); + + } break; + case SL::Node::TYPE_OPERATOR: { + SL::OperatorNode *onode=(SL::OperatorNode*)p_node; + + + switch(onode->op) { + + case SL::OP_ASSIGN: + case SL::OP_ASSIGN_ADD: + case SL::OP_ASSIGN_SUB: + case SL::OP_ASSIGN_MUL: + case SL::OP_ASSIGN_DIV: + case SL::OP_ASSIGN_SHIFT_LEFT: + case SL::OP_ASSIGN_SHIFT_RIGHT: + case SL::OP_ASSIGN_MOD: + case SL::OP_ASSIGN_BIT_AND: + case SL::OP_ASSIGN_BIT_OR: + case SL::OP_ASSIGN_BIT_XOR: + code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions); + break; + case SL::OP_BIT_INVERT: + case SL::OP_NEGATE: + case SL::OP_NOT: + case SL::OP_DECREMENT: + case SL::OP_INCREMENT: + code=_opstr(onode->op)+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions); + break; + case SL::OP_POST_DECREMENT: + case SL::OP_POST_INCREMENT: + code=_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op); + break; + case SL::OP_CALL: + case SL::OP_CONSTRUCT: { + + ERR_FAIL_COND_V(onode->arguments[0]->type!=SL::Node::TYPE_VARIABLE,String()); + + SL::VariableNode *vnode=(SL::VariableNode*)onode->arguments[0]; + + if (onode->op==SL::OP_CONSTRUCT) { + code+=String(vnode->name); + } else { + + if (internal_functions.has(vnode->name)) { + code+=vnode->name; + } else if (p_default_actions.renames.has(vnode->name)) { + code+=p_default_actions.renames[vnode->name]; + } else { + code+=_mkid(vnode->name); + } + } + + code+="("; + + for(int i=1;i<onode->arguments.size();i++) { + if (i>1) + code+=", "; + code+=_dump_node_code(onode->arguments[i],p_level,r_gen_code,p_actions,p_default_actions); + } + code+=")"; + } break; + default: { + + code="("+_dump_node_code(onode->arguments[0],p_level,r_gen_code,p_actions,p_default_actions)+_opstr(onode->op)+_dump_node_code(onode->arguments[1],p_level,r_gen_code,p_actions,p_default_actions)+")"; + break; + + } + } + + } break; + case SL::Node::TYPE_CONTROL_FLOW: { + SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node; + if (cfnode->flow_op==SL::FLOW_OP_IF) { + + code+=_mktab(p_level)+"if ("+_dump_node_code(cfnode->expressions[0],p_level,r_gen_code,p_actions,p_default_actions)+")\n"; + code+=_dump_node_code(cfnode->blocks[0],p_level+1,r_gen_code,p_actions,p_default_actions); + if (cfnode->blocks.size()==2) { + + code+=_mktab(p_level)+"else\n"; + code+=_dump_node_code(cfnode->blocks[1],p_level+1,r_gen_code,p_actions,p_default_actions); + } + + + } else if (cfnode->flow_op==SL::FLOW_OP_RETURN) { + + if (cfnode->blocks.size()) { + code="return "+_dump_node_code(cfnode->blocks[0],p_level,r_gen_code,p_actions,p_default_actions); + } else { + code="return"; + } + } + + } break; + case SL::Node::TYPE_MEMBER: { + SL::MemberNode *mnode=(SL::MemberNode*)p_node; + code=_dump_node_code(mnode->owner,p_level,r_gen_code,p_actions,p_default_actions)+"."+mnode->name; + + } break; + } + + return code; + +} + + +Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code, IdentifierActions* p_actions, const String &p_path,GeneratedCode& r_gen_code) { + + + + Error err = parser.compile(p_code,ShaderTypes::get_singleton()->get_functions(p_mode),ShaderTypes::get_singleton()->get_modes(p_mode)); + + if (err!=OK) { +#if 1 + + Vector<String> shader = p_code.split("\n"); + for(int i=0;i<shader.size();i++) { + print_line(itos(i)+" "+shader[i]); + } +#endif + + _err_print_error(NULL,p_path.utf8().get_data(),parser.get_error_line(),parser.get_error_text().utf8().get_data(),ERR_HANDLER_SHADER); + return err; + } + + r_gen_code.defines.clear(); + r_gen_code.vertex=String(); + r_gen_code.vertex_global=String(); + r_gen_code.fragment=String(); + r_gen_code.fragment_global=String(); + r_gen_code.light=String(); + r_gen_code.uses_fragment_time=false; + r_gen_code.uses_vertex_time=false; + + + + used_name_defines.clear(); + used_rmode_defines.clear(); + + _dump_node_code(parser.get_shader(),1,r_gen_code,*p_actions,actions[p_mode]); + + return OK; + +} + + +ShaderCompilerGLES3::ShaderCompilerGLES3() { + + /** CANVAS ITEM SHADER **/ + + actions[VS::SHADER_CANVAS_ITEM].renames["SRC_VERTEX"]="vertex"; + actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"]="outvec.xy"; + actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX_COLOR"]="vertex_color"; + actions[VS::SHADER_CANVAS_ITEM].renames["UV"]="uv_interp"; + actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"]="gl_PointSize"; + + actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"]="modelview_matrix"; + actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"]="projection_matrix"; + actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"]=="extra_matrix"; + actions[VS::SHADER_CANVAS_ITEM].renames["TIME"]="time"; + + actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"]="color"; + actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"]="normal"; + actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"]="normal_map"; + actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"]="normal_depth"; + actions[VS::SHADER_CANVAS_ITEM].renames["UV"]="uv_interp"; + actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"]="color"; + actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"]="color_texture"; + actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"]="color_texpixel_size"; + actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"]="screen_uv"; + actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"]="screen_texture"; + actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"]="gl_PointCoord"; + + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"]="light_vec"; + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"]="light_height"; + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"]="light_color"; + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"]="light_uv"; + //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color"; + actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"]="light"; + actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"]="shadow_color"; + + actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"]="#define COLOR_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"]="#define SCREEN_TEXTURE_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"]="#define SCREEN_UV_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"]="#define NORMAL_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"]="#define NORMALMAP_USED\n"; + actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"]="#define SHADOW_COLOR_USED\n"; + + actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n"; + + /** SPATIAL SHADER **/ + + + actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"]="world_transform"; + actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"]="camera_inverse_matrix"; + actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"]="projection_matrix"; + + + actions[VS::SHADER_SPATIAL].renames["VERTEX"]="vertex.xyz"; + actions[VS::SHADER_SPATIAL].renames["NORMAL"]="normal"; + actions[VS::SHADER_SPATIAL].renames["TANGENT"]="tangent"; + actions[VS::SHADER_SPATIAL].renames["BINORMAL"]="binormal"; + actions[VS::SHADER_SPATIAL].renames["UV"]="uv_interp"; + actions[VS::SHADER_SPATIAL].renames["UV2"]="uv2_interp"; + actions[VS::SHADER_SPATIAL].renames["COLOR"]="color_interp"; + actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"]="gl_PointSize"; + //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT; + + //builtins + + actions[VS::SHADER_SPATIAL].renames["TIME"]="time"; + //actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2; + + actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"]="gl_FragCoord"; + actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"]="gl_FrotFacing"; + actions[VS::SHADER_SPATIAL].renames["NORMALMAP"]="normalmap"; + actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"]="normaldepth"; + actions[VS::SHADER_SPATIAL].renames["ALBEDO"]="albedo"; + actions[VS::SHADER_SPATIAL].renames["ALPHA"]="alpha"; + actions[VS::SHADER_SPATIAL].renames["SPECULAR"]="specular"; + actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"]="roughness"; + actions[VS::SHADER_SPATIAL].renames["RIM"]="rim"; + actions[VS::SHADER_SPATIAL].renames["RIM_TINT"]="rim_tint"; + actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"]="clearcoat"; + actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"]="clearcoat_gloss"; + actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"]="anisotropy"; + actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"]="anisotropy_flow"; + actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"]="sss_spread"; + actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"]="sss_strength"; + actions[VS::SHADER_SPATIAL].renames["AO"]="ao"; + actions[VS::SHADER_SPATIAL].renames["EMISSION"]="emission"; + actions[VS::SHADER_SPATIAL].renames["DISCARD"]="_discard"; +// actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2; + actions[VS::SHADER_SPATIAL].renames["POINT_COORD"]="gl_PointCoord"; + + + actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"]="#define ENABLE_TANGENT_INTERP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"]="@TANGENT"; + actions[VS::SHADER_SPATIAL].usage_defines["RIM"]="#define LIGHT_USE_RIM\n"; + actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"]="@RIM"; + actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"]="#define LIGHT_USE_CLEARCOAT\n"; + actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"]="@CLEARCOAT"; + actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"]="#define LIGHT_USE_ANISOTROPY\n"; + actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"]="@ANISOTROPY"; + actions[VS::SHADER_SPATIAL].usage_defines["AO"]="#define ENABLE_AO\n"; + actions[VS::SHADER_SPATIAL].usage_defines["UV"]="#define ENABLE_UV_INTERP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["UV2"]="#define ENABLE_UV2_INTERP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"]="#define ENABLE_NORMALMAP\n"; + actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"]="@NORMALMAP"; + actions[VS::SHADER_SPATIAL].usage_defines["COLOR"]="#define ENABLE_COLOR_INTERP\n"; + + actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"]="#define ENABLE_SSS_MOTION\n"; + + actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"]="sss_strength"; + + + actions[VS::SHADER_SPATIAL].render_mode_defines["skip_transform"]="#define SKIP_TRANSFORM_USED\n"; + + + /* PARTICLES SHADER */ + + actions[VS::SHADER_PARTICLES].renames["COLOR"]="color"; + actions[VS::SHADER_PARTICLES].renames["VELOCITY"]="out_velocity_active.xyz"; + actions[VS::SHADER_PARTICLES].renames["MASS"]="mass"; + actions[VS::SHADER_PARTICLES].renames["ACTIVE"]="active"; + actions[VS::SHADER_PARTICLES].renames["RESTART"]="restart"; + actions[VS::SHADER_PARTICLES].renames["CUSTOM"]="out_custom"; + actions[VS::SHADER_PARTICLES].renames["TRANSFORM"]="xform"; + actions[VS::SHADER_PARTICLES].renames["TIME"]="time"; + actions[VS::SHADER_PARTICLES].renames["LIFETIME"]="lifetime"; + actions[VS::SHADER_PARTICLES].renames["DELTA"]="delta"; + actions[VS::SHADER_PARTICLES].renames["SEED"]="seed"; + actions[VS::SHADER_PARTICLES].renames["ORIGIN"]="origin"; + actions[VS::SHADER_PARTICLES].renames["INDEX"]="index"; + + actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"]="#define DISABLE_FORCE\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"]="#define DISABLE_VELOCITY\n"; + + + vertex_name="vertex"; + fragment_name="fragment"; + time_name="TIME"; + + + List<String> func_list; + + ShaderLanguage::get_builtin_funcs(&func_list); + + for (List<String>::Element *E=func_list.front();E;E=E->next()) { + internal_functions.insert(E->get()); + } +} diff --git a/drivers/gles3/shader_compiler_gles3.h b/drivers/gles3/shader_compiler_gles3.h new file mode 100644 index 0000000000..1beee66ad7 --- /dev/null +++ b/drivers/gles3/shader_compiler_gles3.h @@ -0,0 +1,77 @@ +#ifndef SHADERCOMPILERGLES3_H +#define SHADERCOMPILERGLES3_H + +#include "servers/visual/shader_language.h" +#include "servers/visual/shader_types.h" +#include "servers/visual_server.h" +#include "pair.h" + +class ShaderCompilerGLES3 { +public: + struct IdentifierActions { + + Map<StringName,Pair<int*,int> > render_mode_values; + Map<StringName,bool*> render_mode_flags; + Map<StringName,bool*> usage_flag_pointers; + + Map<StringName,ShaderLanguage::ShaderNode::Uniform> *uniforms; + }; + + struct GeneratedCode { + + Vector<CharString> defines; + Vector<StringName> texture_uniforms; + Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; + + Vector<uint32_t> uniform_offsets; + uint32_t uniform_total_size; + String uniforms; + String vertex_global; + String vertex; + String fragment_global; + String fragment; + String light; + + bool uses_fragment_time; + bool uses_vertex_time; + + }; + +private: + + ShaderLanguage parser; + + struct DefaultIdentifierActions { + + Map<StringName,String> renames; + Map<StringName,String> render_mode_defines; + Map<StringName,String> usage_defines; + }; + + void _dump_function_deps(ShaderLanguage::ShaderNode *p_node, const StringName& p_for_func, const Map<StringName, String> &p_func_code, String& r_to_add,Set<StringName> &added); + String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions& p_actions, const DefaultIdentifierActions& p_default_actions); + + + StringName current_func_name; + StringName vertex_name; + StringName fragment_name; + StringName time_name; + + Set<StringName> used_name_defines; + Set<StringName> used_flag_pointers; + Set<StringName> used_rmode_defines; + Set<StringName> internal_functions; + + + DefaultIdentifierActions actions[VS::SHADER_MAX]; + +public: + + + Error compile(VS::ShaderMode p_mode, const String& p_code, IdentifierActions* p_actions, const String& p_path, GeneratedCode& r_gen_code); + + + ShaderCompilerGLES3(); +}; + +#endif // SHADERCOMPILERGLES3_H diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp new file mode 100644 index 0000000000..778d3b23ec --- /dev/null +++ b/drivers/gles3/shader_gles3.cpp @@ -0,0 +1,839 @@ +/*************************************************************************/ +/* shader_gles2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "shader_gles3.h" + + +#include "print_string.h" + +//#define DEBUG_OPENGL + +#ifdef DEBUG_OPENGL + +#define DEBUG_TEST_ERROR(m_section)\ +{\ + uint32_t err = glGetError();\ + if (err) {\ + print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\ + }\ +} +#else + +#define DEBUG_TEST_ERROR(m_section) + +#endif + +ShaderGLES3 *ShaderGLES3::active=NULL; + + + +//#define DEBUG_SHADER + +#ifdef DEBUG_SHADER + +#define DEBUG_PRINT(m_text) print_line(m_text); + +#else + +#define DEBUG_PRINT(m_text) + +#endif + + +void ShaderGLES3::bind_uniforms() { + + if (!uniforms_dirty) { + return; + }; + + // upload default uniforms + const Map<uint32_t,Variant>::Element *E =uniform_defaults.front(); + + while(E) { + int idx=E->key(); + int location=version->uniform_location[idx]; + + if (location<0) { + E=E->next(); + continue; + + } + + const Variant &v=E->value(); + _set_uniform_variant(location, v); + //print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type())); + E=E->next(); + }; + + const Map<uint32_t,CameraMatrix>::Element* C = uniform_cameras.front(); + while (C) { + + int location = version->uniform_location[C->key()]; + if (location<0) { + C=C->next(); + continue; + } + + glUniformMatrix4fv(location,1,false,&(C->get().matrix[0][0])); + C = C->next(); + }; + + uniforms_dirty = false; +}; + +GLint ShaderGLES3::get_uniform_location(int p_idx) const { + + ERR_FAIL_COND_V(!version, -1); + + return version->uniform_location[p_idx]; +}; + +bool ShaderGLES3::bind() { + + if (active!=this || !version || new_conditional_version.key!=conditional_version.key) { + conditional_version=new_conditional_version; + version = get_current_version(); + } else { + + return false; + } + + ERR_FAIL_COND_V(!version,false); + + glUseProgram( version->id ); + + DEBUG_TEST_ERROR("Use Program"); + + active=this; + uniforms_dirty = true; +/* + * why on earth is this code here? + for (int i=0;i<texunit_pair_count;i++) { + + glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index); + DEBUG_TEST_ERROR("Uniform 1 i"); + } + +*/ + return true; +} + +void ShaderGLES3::unbind() { + + version=NULL; + glUseProgram(0); + uniforms_dirty = true; + active=NULL; +} + + +static void _display_error_with_code(const String& p_error,const Vector<const char*>& p_code) { + + + int line=1; + String total_code; + + for(int i=0;i<p_code.size();i++) { + total_code+=String(p_code[i]); + } + + Vector<String> lines = String(total_code).split("\n"); + + for(int j=0;j<lines.size();j++) { + + print_line(itos(line)+": "+lines[j]); + line++; + } + + ERR_PRINTS(p_error); + +} + +ShaderGLES3::Version* ShaderGLES3::get_current_version() { + + Version *_v=version_map.getptr(conditional_version); + + if (_v) { + + if (conditional_version.code_version!=0) { + CustomCode *cc=custom_code_map.getptr(conditional_version.code_version); + ERR_FAIL_COND_V(!cc,_v); + if (cc->version==_v->code_version) + return _v; + } else { + return _v; + } + + } + + + + if (!_v) + version_map[conditional_version]=Version(); + + + Version &v = version_map[conditional_version]; + + if (!_v) { + + v.uniform_location = memnew_arr( GLint, uniform_count ); + + } else { + if (v.ok) { + //bye bye shaders + glDeleteShader( v.vert_id ); + glDeleteShader( v.frag_id ); + glDeleteProgram( v.id ); + v.id=0; + } + + } + + + + v.ok=false; + /* SETUP CONDITIONALS */ + + Vector<const char*> strings; +#ifdef GLES_OVER_GL + strings.push_back("#version 330\n"); +#else + strings.push_back("#version 300 es\n"); +#endif + + + + int define_line_ofs=1; + + for(int i=0;i<custom_defines.size();i++) { + + strings.push_back(custom_defines[i].get_data()); + define_line_ofs++; + } + + for(int j=0;j<conditional_count;j++) { + + bool enable=((1<<j)&conditional_version.version); + strings.push_back(enable?conditional_defines[j]:""); + if (enable) + define_line_ofs++; + + if (enable) { + DEBUG_PRINT(conditional_defines[j]); + } + + } + + + + //keep them around during the function + CharString code_string; + CharString code_string2; + CharString code_globals; + CharString material_string; + + + //print_line("code version? "+itos(conditional_version.code_version)); + + CustomCode *cc=NULL; + + if ( conditional_version.code_version>0 ) { + //do custom code related stuff + + ERR_FAIL_COND_V( !custom_code_map.has( conditional_version.code_version ), NULL ); + cc=&custom_code_map[conditional_version.code_version]; + v.code_version=cc->version; + define_line_ofs+=2; + + } + + + /* CREATE PROGRAM */ + + v.id = glCreateProgram(); + + ERR_FAIL_COND_V(v.id==0, NULL); + + /* VERTEX SHADER */ + + + if (cc) { + for(int i=0;i<cc->custom_defines.size();i++) { + + strings.push_back(cc->custom_defines[i].get_data()); + DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i])); + } + } + + int strings_base_size=strings.size(); + + //vertex precision is high + strings.push_back("precision highp float;\n"); + strings.push_back("precision highp int;\n"); + +#if 0 + if (cc) { + + String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n"; + String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n"; + + code_string=_code_string.ascii(); + code_globals=_code_globals.ascii(); + DEBUG_PRINT( code_globals.get_data() ); + DEBUG_PRINT( code_string.get_data() ); + strings.push_back(code_globals); + strings.push_back(code_string); + } +#endif + + + strings.push_back(vertex_code0.get_data()); + if (cc) { + code_globals=cc->vertex_globals.ascii(); + strings.push_back(code_globals.get_data()); + } + + strings.push_back(vertex_code1.get_data()); + + if (cc) { + material_string=cc->uniforms.ascii(); + strings.push_back(material_string.get_data()); + } + + strings.push_back(vertex_code2.get_data()); + + if (cc) { + code_string=cc->vertex.ascii(); + strings.push_back(code_string.get_data()); + } + + strings.push_back(vertex_code3.get_data()); +#ifdef DEBUG_SHADER + + DEBUG_PRINT("\nVertex Code:\n\n"+String(code_string.get_data())); + for(int i=0;i<strings.size();i++) { + + //print_line("vert strings "+itos(i)+":"+String(strings[i])); + } +#endif + + + v.vert_id = glCreateShader(GL_VERTEX_SHADER); + glShaderSource(v.vert_id,strings.size(),&strings[0],NULL); + glCompileShader(v.vert_id); + + GLint status; + + glGetShaderiv(v.vert_id,GL_COMPILE_STATUS,&status); + if (status==GL_FALSE) { + // error compiling + GLsizei iloglen; + glGetShaderiv(v.vert_id,GL_INFO_LOG_LENGTH,&iloglen); + + if (iloglen<0) { + + glDeleteShader(v.vert_id); + glDeleteProgram( v.id ); + v.id=0; + + ERR_PRINT("NO LOG, WTF"); + } else { + + if (iloglen==0) { + + iloglen = 4096; //buggy driver (Adreno 220+....) + } + + + char *ilogmem = (char*)Memory::alloc_static(iloglen+1); + ilogmem[iloglen]=0; + glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); + + String err_string=get_shader_name()+": Vertex Program Compilation Failed:\n"; + + err_string+=ilogmem; + _display_error_with_code(err_string,strings); + Memory::free_static(ilogmem); + glDeleteShader(v.vert_id); + glDeleteProgram( v.id ); + v.id=0; + + } + + ERR_FAIL_V(NULL); + } + + + /* FRAGMENT SHADER */ + + strings.resize(strings_base_size); + //fragment precision is medium + strings.push_back("precision highp float;\n"); + strings.push_back("precision highp int;\n"); + +#if 0 + if (cc) { + + String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n"; + String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n"; + + code_string=_code_string.ascii(); + code_globals=_code_globals.ascii(); + DEBUG_PRINT( code_globals.get_data() ); + DEBUG_PRINT( code_string.get_data() ); + strings.push_back(code_globals); + strings.push_back(code_string); + } +#endif + + + strings.push_back(fragment_code0.get_data()); + if (cc) { + code_globals=cc->fragment_globals.ascii(); + strings.push_back(code_globals.get_data()); + } + + strings.push_back(fragment_code1.get_data()); + + if (cc) { + material_string=cc->uniforms.ascii(); + strings.push_back(material_string.get_data()); + } + + strings.push_back(fragment_code2.get_data()); + + if (cc) { + code_string=cc->fragment.ascii(); + strings.push_back(code_string.get_data()); + } + + strings.push_back(fragment_code3.get_data()); + + if (cc) { + code_string2=cc->light.ascii(); + strings.push_back(code_string2.get_data()); + } + + strings.push_back(fragment_code4.get_data()); + +#ifdef DEBUG_SHADER + DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data())); + for(int i=0;i<strings.size();i++) { + + //print_line("frag strings "+itos(i)+":"+String(strings[i])); + } +#endif + + v.frag_id = glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(v.frag_id,strings.size(),&strings[0],NULL); + glCompileShader(v.frag_id); + + glGetShaderiv(v.frag_id,GL_COMPILE_STATUS,&status); + if (status==GL_FALSE) { + // error compiling + GLsizei iloglen; + glGetShaderiv(v.frag_id,GL_INFO_LOG_LENGTH,&iloglen); + + if (iloglen<0) { + + glDeleteShader(v.frag_id); + glDeleteShader(v.vert_id); + glDeleteProgram( v.id ); + v.id=0; + ERR_PRINT("NO LOG, WTF"); + } else { + + if (iloglen==0) { + + iloglen = 4096; //buggy driver (Adreno 220+....) + } + + char *ilogmem = (char*)Memory::alloc_static(iloglen+1); + ilogmem[iloglen]=0; + glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); + + String err_string=get_shader_name()+": Fragment Program Compilation Failed:\n"; + + err_string+=ilogmem; + _display_error_with_code(err_string,strings); + ERR_PRINT(err_string.ascii().get_data()); + Memory::free_static(ilogmem); + glDeleteShader(v.frag_id); + glDeleteShader(v.vert_id); + glDeleteProgram( v.id ); + v.id=0; + + } + + ERR_FAIL_V( NULL ); + } + + glAttachShader(v.id,v.frag_id); + glAttachShader(v.id,v.vert_id); + + // bind attributes before linking + for (int i=0;i<attribute_pair_count;i++) { + + glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name ); + } + + //if feedback exists, set it up + + if (feedback_count) { + Vector<const char*> feedback; + for(int i=0;i<feedback_count;i++) { + + if (feedbacks[i].conditional==-1 || (1<<feedbacks[i].conditional)&conditional_version.version) { + //conditional for this feedback is enabled + print_line("tf varying: "+itos(feedback.size())+" "+String(feedbacks[i].name)); + feedback.push_back(feedbacks[i].name); + } + } + + if (feedback.size()) { + glTransformFeedbackVaryings(v.id,feedback.size(),feedback.ptr(),GL_INTERLEAVED_ATTRIBS ); + } + + } + + glLinkProgram(v.id); + + glGetProgramiv(v.id, GL_LINK_STATUS, &status); + + if (status==GL_FALSE) { + // error linking + GLsizei iloglen; + glGetProgramiv(v.id,GL_INFO_LOG_LENGTH,&iloglen); + + if (iloglen<0) { + + glDeleteShader(v.frag_id); + glDeleteShader(v.vert_id); + glDeleteProgram( v.id ); + v.id=0; + ERR_FAIL_COND_V(iloglen<=0, NULL); + } + + if (iloglen==0) { + + iloglen = 4096; //buggy driver (Adreno 220+....) + } + + + char *ilogmem = (char*)Memory::alloc_static(iloglen+1); + ilogmem[iloglen]=0; + glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); + + String err_string=get_shader_name()+": Program LINK FAILED:\n"; + + err_string+=ilogmem; + _display_error_with_code(err_string,strings); + ERR_PRINT(err_string.ascii().get_data()); + Memory::free_static(ilogmem); + glDeleteShader(v.frag_id); + glDeleteShader(v.vert_id); + glDeleteProgram( v.id ); + v.id=0; + + ERR_FAIL_V(NULL); + } + + /* UNIFORMS */ + + glUseProgram(v.id); + + + //print_line("uniforms: "); + for(int j=0;j<uniform_count;j++) { + + + v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]); + // print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j])); + } + + // set texture uniforms + for (int i=0;i<texunit_pair_count;i++) { + + GLint loc = glGetUniformLocation(v.id,texunit_pairs[i].name); + if (loc>=0) { + if (texunit_pairs[i].index<0) { + glUniform1i(loc,max_image_units+texunit_pairs[i].index); //negative, goes down + } else { + + glUniform1i(loc,texunit_pairs[i].index); + } + } + } + + // assign uniform block bind points + for (int i=0;i<ubo_count;i++) { + + GLint loc = glGetUniformBlockIndex(v.id,ubo_pairs[i].name); + if (loc>=0) + glUniformBlockBinding(v.id,loc,ubo_pairs[i].index); + } + + if ( cc ) { + + v.texture_uniform_locations.resize(cc->texture_uniforms.size()); + for(int i=0;i<cc->texture_uniforms.size();i++) { + + v.texture_uniform_locations[i]=glGetUniformLocation(v.id,String(cc->texture_uniforms[i]).ascii().get_data()); + glUniform1i(v.texture_uniform_locations[i],i+base_material_tex_index); + } + } + + glUseProgram(0); + + + v.ok=true; + + return &v; +} + +GLint ShaderGLES3::get_uniform_location(const String& p_name) const { + + ERR_FAIL_COND_V(!version,-1); + return glGetUniformLocation(version->id,p_name.ascii().get_data()); +} + + +void ShaderGLES3::setup(const char** p_conditional_defines, int p_conditional_count,const char** p_uniform_names,int p_uniform_count, const AttributePair* p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count, const Feedback* p_feedback, int p_feedback_count,const char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start) { + + ERR_FAIL_COND(version); + conditional_version.key=0; + new_conditional_version.key=0; + uniform_count=p_uniform_count; + conditional_count=p_conditional_count; + conditional_defines=p_conditional_defines; + uniform_names=p_uniform_names; + vertex_code=p_vertex_code; + fragment_code=p_fragment_code; + texunit_pairs=p_texunit_pairs; + texunit_pair_count=p_texunit_pair_count; + vertex_code_start=p_vertex_code_start; + fragment_code_start=p_fragment_code_start; + attribute_pairs=p_attribute_pairs; + attribute_pair_count=p_attribute_count; + ubo_pairs=p_ubo_pairs; + ubo_count=p_ubo_pair_count; + feedbacks=p_feedback; + feedback_count=p_feedback_count; + + //split vertex and shader code (thank you, retarded shader compiler programmers from you know what company). + { + String globals_tag="\nVERTEX_SHADER_GLOBALS"; + String material_tag="\nMATERIAL_UNIFORMS"; + String code_tag="\nVERTEX_SHADER_CODE"; + String code = vertex_code; + int cpos = code.find(globals_tag); + if (cpos==-1) { + vertex_code0=code.ascii(); + } else { + vertex_code0=code.substr(0,cpos).ascii(); + code = code.substr(cpos+globals_tag.length(),code.length()); + + cpos = code.find(material_tag); + + if (cpos==-1) { + vertex_code1=code.ascii(); + } else { + + vertex_code1=code.substr(0,cpos).ascii(); + String code2 = code.substr(cpos+material_tag.length(),code.length()); + + cpos = code2.find(code_tag); + if (cpos==-1) { + vertex_code2=code2.ascii(); + } else { + + vertex_code2=code2.substr(0,cpos).ascii(); + vertex_code3 = code2.substr(cpos+code_tag.length(),code2.length()).ascii(); + } + + } + } + } + + { + String globals_tag="\nFRAGMENT_SHADER_GLOBALS"; + String material_tag="\nMATERIAL_UNIFORMS"; + String code_tag="\nFRAGMENT_SHADER_CODE"; + String light_code_tag="\nLIGHT_SHADER_CODE"; + String code = fragment_code; + int cpos = code.find(globals_tag); + if (cpos==-1) { + fragment_code0=code.ascii(); + } else { + fragment_code0=code.substr(0,cpos).ascii(); + //print_line("CODE0:\n"+String(fragment_code0.get_data())); + code = code.substr(cpos+globals_tag.length(),code.length()); + cpos = code.find(material_tag); + + if (cpos==-1) { + fragment_code1=code.ascii(); + } else { + + fragment_code1=code.substr(0,cpos).ascii(); + //print_line("CODE1:\n"+String(fragment_code1.get_data())); + + String code2 = code.substr(cpos+material_tag.length(),code.length()); + cpos = code2.find(code_tag); + + if (cpos==-1) { + fragment_code2=code2.ascii(); + } else { + + fragment_code2=code2.substr(0,cpos).ascii(); + //print_line("CODE2:\n"+String(fragment_code2.get_data())); + + String code3 = code2.substr(cpos+code_tag.length(),code2.length()); + + cpos = code3.find(light_code_tag); + if (cpos==-1) { + fragment_code3=code3.ascii(); + } else { + + fragment_code3=code3.substr(0,cpos).ascii(); + // print_line("CODE3:\n"+String(fragment_code3.get_data())); + fragment_code4 = code3.substr(cpos+light_code_tag.length(),code3.length()).ascii(); + //print_line("CODE4:\n"+String(fragment_code4.get_data())); + } + } + } + } + } + + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&max_image_units); + +} + +void ShaderGLES3::finish() { + + const VersionKey *V=NULL; + while((V=version_map.next(V))) { + + Version &v=version_map[*V]; + glDeleteShader( v.vert_id ); + glDeleteShader( v.frag_id ); + glDeleteProgram( v.id ); + memdelete_arr( v.uniform_location ); + + } + +} + + +void ShaderGLES3::clear_caches() { + + const VersionKey *V=NULL; + while((V=version_map.next(V))) { + + Version &v=version_map[*V]; + glDeleteShader( v.vert_id ); + glDeleteShader( v.frag_id ); + glDeleteProgram( v.id ); + memdelete_arr( v.uniform_location ); + } + + version_map.clear(); + + custom_code_map.clear(); + version=NULL; + last_custom_code=1; + uniforms_dirty = true; + +} + +uint32_t ShaderGLES3::create_custom_shader() { + + custom_code_map[last_custom_code]=CustomCode(); + custom_code_map[last_custom_code].version=1; + return last_custom_code++; +} + +void ShaderGLES3::set_custom_shader_code(uint32_t p_code_id, const String& p_vertex, const String& p_vertex_globals, const String& p_fragment, const String& p_light, const String& p_fragment_globals, const String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines) { + + ERR_FAIL_COND(!custom_code_map.has(p_code_id)); + CustomCode *cc=&custom_code_map[p_code_id]; + + + cc->vertex=p_vertex; + cc->vertex_globals=p_vertex_globals; + cc->fragment=p_fragment; + cc->fragment_globals=p_fragment_globals; + cc->light=p_light; + cc->texture_uniforms=p_texture_uniforms; + cc->uniforms=p_uniforms; + cc->custom_defines=p_custom_defines; + cc->version++; +} + +void ShaderGLES3::set_custom_shader(uint32_t p_code_id) { + + new_conditional_version.code_version=p_code_id; +} + +void ShaderGLES3::free_custom_shader(uint32_t p_code_id) { + + /* if (! custom_code_map.has( p_code_id )) { + print_line("no code id "+itos(p_code_id)); + } else { + print_line("freed code id "+itos(p_code_id)); + + }*/ + + ERR_FAIL_COND(! custom_code_map.has( p_code_id )); + if (conditional_version.code_version==p_code_id) + conditional_version.code_version=0; //bye + + custom_code_map.erase(p_code_id); + +} + +void ShaderGLES3::set_base_material_tex_index(int p_idx) { + + base_material_tex_index=p_idx; +} + +ShaderGLES3::ShaderGLES3() { + version=NULL; + last_custom_code=1; + uniforms_dirty = true; + base_material_tex_index=0; + +} + + +ShaderGLES3::~ShaderGLES3() { + + finish(); +} + + + diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h new file mode 100644 index 0000000000..8b402716a6 --- /dev/null +++ b/drivers/gles3/shader_gles3.h @@ -0,0 +1,399 @@ +/*************************************************************************/ +/* shader_gles2.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef SHADER_GLES3_H +#define SHADER_GLES3_H + +#include <stdio.h> + +#include "platform_config.h" +#ifndef GLES3_INCLUDE_H +#include <GLES3/gl3.h> +#else +#include GLES3_INCLUDE_H +#endif + +#include "hash_map.h" +#include "map.h" +#include "variant.h" +#include "camera_matrix.h" + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ + + +class ShaderGLES3 { +protected: + + struct Enum { + + uint64_t mask; + uint64_t shift; + const char *defines[16]; + }; + + struct EnumValue { + + uint64_t set_mask; + uint64_t clear_mask; + }; + + struct AttributePair { + + const char *name; + int index; + }; + + struct UniformPair { + const char* name; + Variant::Type type_hint; + }; + + struct TexUnitPair { + + const char *name; + int index; + }; + + struct UBOPair { + + const char *name; + int index; + }; + + struct Feedback { + + const char *name; + int conditional; + }; + + bool uniforms_dirty; +private: + + //@TODO Optimize to a fixed set of shader pools and use a LRU + int uniform_count; + int texunit_pair_count; + int conditional_count; + int ubo_count; + int feedback_count; + int vertex_code_start; + int fragment_code_start; + int attribute_pair_count; + + struct CustomCode { + + String vertex; + String vertex_globals; + String fragment; + String fragment_globals; + String light; + String uniforms; + uint32_t version; + Vector<StringName> texture_uniforms; + Vector<CharString> custom_defines; + + }; + + + struct Version { + + GLuint id; + GLuint vert_id; + GLuint frag_id; + GLint *uniform_location; + Vector<GLint> texture_uniform_locations; + uint32_t code_version; + bool ok; + Version() { code_version=0; ok=false; uniform_location=NULL; } + }; + + Version *version; + + union VersionKey { + + struct { + uint32_t version; + uint32_t code_version; + }; + uint64_t key; + bool operator==(const VersionKey& p_key) const { return key==p_key.key; } + bool operator<(const VersionKey& p_key) const { return key<p_key.key; } + + }; + + struct VersionKeyHash { + + static _FORCE_INLINE_ uint32_t hash( const VersionKey& p_key) { return HashMapHahserDefault::hash(p_key.key); }; + }; + + //this should use a way more cachefriendly version.. + HashMap<VersionKey,Version,VersionKeyHash> version_map; + + HashMap<uint32_t,CustomCode> custom_code_map; + uint32_t last_custom_code; + + + VersionKey conditional_version; + VersionKey new_conditional_version; + + virtual String get_shader_name() const=0; + + const char** conditional_defines; + const char** uniform_names; + const AttributePair *attribute_pairs; + const TexUnitPair *texunit_pairs; + const UBOPair *ubo_pairs; + const Feedback *feedbacks; + const char* vertex_code; + const char* fragment_code; + CharString fragment_code0; + CharString fragment_code1; + CharString fragment_code2; + CharString fragment_code3; + CharString fragment_code4; + + CharString vertex_code0; + CharString vertex_code1; + CharString vertex_code2; + CharString vertex_code3; + + Vector<CharString> custom_defines; + + int base_material_tex_index; + + Version * get_current_version(); + + static ShaderGLES3 *active; + + int max_image_units; + + _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform,const Variant& p_value) { + + if (p_uniform<0) + return; // do none + switch(p_value.get_type()) { + + case Variant::BOOL: + case Variant::INT: { + + int val=p_value; + glUniform1i( p_uniform, val ); + } break; + case Variant::REAL: { + + real_t val=p_value; + glUniform1f( p_uniform, val ); + } break; + case Variant::COLOR: { + + Color val=p_value; + glUniform4f( p_uniform, val.r, val.g,val.b,val.a ); + } break; + case Variant::VECTOR2: { + + Vector2 val=p_value; + glUniform2f( p_uniform, val.x,val.y ); + } break; + case Variant::VECTOR3: { + + Vector3 val=p_value; + glUniform3f( p_uniform, val.x,val.y,val.z ); + } break; + case Variant::PLANE: { + + Plane val=p_value; + glUniform4f( p_uniform, val.normal.x,val.normal.y,val.normal.z,val.d ); + } break; + case Variant::QUAT: { + + Quat val=p_value; + glUniform4f( p_uniform, val.x,val.y,val.z,val.w ); + } break; + + case Variant::MATRIX32: { + + Matrix32 tr=p_value; + GLfloat matrix[16]={ /* build a 16x16 matrix */ + tr.elements[0][0], + tr.elements[0][1], + 0, + 0, + tr.elements[1][0], + tr.elements[1][1], + 0, + 0, + 0, + 0, + 1, + 0, + tr.elements[2][0], + tr.elements[2][1], + 0, + 1 + }; + + glUniformMatrix4fv(p_uniform,1,false,matrix); + + } break; + case Variant::MATRIX3: + case Variant::TRANSFORM: { + + Transform tr=p_value; + GLfloat matrix[16]={ /* build a 16x16 matrix */ + tr.basis.elements[0][0], + tr.basis.elements[1][0], + tr.basis.elements[2][0], + 0, + tr.basis.elements[0][1], + tr.basis.elements[1][1], + tr.basis.elements[2][1], + 0, + tr.basis.elements[0][2], + tr.basis.elements[1][2], + tr.basis.elements[2][2], + 0, + tr.origin.x, + tr.origin.y, + tr.origin.z, + 1 + }; + + + glUniformMatrix4fv(p_uniform,1,false,matrix); + } break; + default: { ERR_FAIL(); } // do nothing + + } + } + + Map<uint32_t,Variant> uniform_defaults; + Map<uint32_t,CameraMatrix> uniform_cameras; + + +protected: + + _FORCE_INLINE_ int _get_uniform(int p_which) const; + _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value); + + void setup(const char** p_conditional_defines, int p_conditional_count,const char** p_uniform_names,int p_uniform_count, const AttributePair* p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const UBOPair *p_ubo_pairs,int p_ubo_pair_count, const Feedback* p_feedback, int p_feedback_count,const char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start); + + ShaderGLES3(); +public: + + enum { + CUSTOM_SHADER_DISABLED=0 + }; + + GLint get_uniform_location(const String& p_name) const; + GLint get_uniform_location(int p_uniform) const; + + static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; }; + bool bind(); + void unbind(); + void bind_uniforms(); + + + inline GLuint get_program() const { return version?version->id:0; } + + void clear_caches(); + + uint32_t create_custom_shader(); + void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const String& p_uniforms,const Vector<StringName>& p_texture_uniforms,const Vector<CharString> &p_custom_defines); + void set_custom_shader(uint32_t p_id); + void free_custom_shader(uint32_t p_id); + + void set_uniform_default(int p_idx, const Variant& p_value) { + + if (p_value.get_type()==Variant::NIL) { + + uniform_defaults.erase(p_idx); + } else { + + uniform_defaults[p_idx]=p_value; + } + uniforms_dirty = true; + } + + uint32_t get_version() const { return new_conditional_version.version; } + + void set_uniform_camera(int p_idx, const CameraMatrix& p_mat) { + + uniform_cameras[p_idx] = p_mat; + uniforms_dirty = true; + }; + + _FORCE_INLINE_ void set_texture_uniform(int p_idx, const Variant& p_value) { + + ERR_FAIL_COND(!version); + ERR_FAIL_INDEX(p_idx,version->texture_uniform_locations.size()); + _set_uniform_variant( version->texture_uniform_locations[p_idx], p_value ); + } + + _FORCE_INLINE_ GLint get_texture_uniform_location(int p_idx) { + + ERR_FAIL_COND_V(!version,-1); + ERR_FAIL_INDEX_V(p_idx,version->texture_uniform_locations.size(),-1); + return version->texture_uniform_locations[p_idx]; + } + + virtual void init()=0; + void finish(); + + void set_base_material_tex_index(int p_idx); + + void add_custom_define(const String& p_define) { + custom_defines.push_back(p_define.utf8()); + } + + virtual ~ShaderGLES3(); + +}; + + +// called a lot, made inline + + +int ShaderGLES3::_get_uniform(int p_which) const { + + ERR_FAIL_INDEX_V( p_which, uniform_count,-1 ); + ERR_FAIL_COND_V( !version, -1 ); + return version->uniform_location[p_which]; +} + +void ShaderGLES3::_set_conditional(int p_which, bool p_value) { + + ERR_FAIL_INDEX(p_which,conditional_count); + if (p_value) + new_conditional_version.version|=(1<<p_which); + else + new_conditional_version.version&=~(1<<p_which); +} + +#endif + diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub new file mode 100644 index 0000000000..f9baeae97d --- /dev/null +++ b/drivers/gles3/shaders/SCsub @@ -0,0 +1,22 @@ +Import('env') + +if env['BUILDERS'].has_key('GLES3_GLSL'): + env.GLES3_GLSL('copy.glsl'); + env.GLES3_GLSL('resolve.glsl'); + env.GLES3_GLSL('canvas.glsl'); + env.GLES3_GLSL('canvas_shadow.glsl'); + env.GLES3_GLSL('scene.glsl'); + env.GLES3_GLSL('cubemap_filter.glsl'); + env.GLES3_GLSL('cube_to_dp.glsl'); + env.GLES3_GLSL('blend_shape.glsl'); + env.GLES3_GLSL('screen_space_reflection.glsl'); + env.GLES3_GLSL('effect_blur.glsl'); + env.GLES3_GLSL('subsurf_scattering.glsl'); + env.GLES3_GLSL('ssao.glsl'); + env.GLES3_GLSL('ssao_minify.glsl'); + env.GLES3_GLSL('ssao_blur.glsl'); + env.GLES3_GLSL('exposure.glsl'); + env.GLES3_GLSL('tonemap.glsl'); + env.GLES3_GLSL('particles.glsl'); + + diff --git a/drivers/gles3/shaders/blend_shape.glsl b/drivers/gles3/shaders/blend_shape.glsl new file mode 100644 index 0000000000..4e0d066823 --- /dev/null +++ b/drivers/gles3/shaders/blend_shape.glsl @@ -0,0 +1,197 @@ +[vertex] + + +/* +from VisualServer: + +ARRAY_VERTEX=0, +ARRAY_NORMAL=1, +ARRAY_TANGENT=2, +ARRAY_COLOR=3, +ARRAY_TEX_UV=4, +ARRAY_TEX_UV2=5, +ARRAY_BONES=6, +ARRAY_WEIGHTS=7, +ARRAY_INDEX=8, +*/ + +#ifdef USE_2D_VERTEX +#define VFORMAT vec2 +#else +#define VFORMAT vec3 +#endif + +/* INPUT ATTRIBS */ + +layout(location=0) in highp VFORMAT vertex_attrib; +layout(location=1) in vec3 normal_attrib; + +#ifdef ENABLE_TANGENT +layout(location=2) in vec4 tangent_attrib; +#endif + +#ifdef ENABLE_COLOR +layout(location=3) in vec4 color_attrib; +#endif + +#ifdef ENABLE_UV +layout(location=4) in vec2 uv_attrib; +#endif + +#ifdef ENABLE_UV2 +layout(location=5) in vec2 uv2_attrib; +#endif + +#ifdef ENABLE_SKELETON +layout(location=6) in ivec4 bone_attrib; +layout(location=7) in vec4 weight_attrib; +#endif + +/* BLEND ATTRIBS */ + +#ifdef ENABLE_BLEND + +layout(location=8) in highp VFORMAT vertex_attrib_blend; +layout(location=9) in vec3 normal_attrib_blend; + +#ifdef ENABLE_TANGENT +layout(location=10) in vec4 tangent_attrib_blend; +#endif + +#ifdef ENABLE_COLOR +layout(location=11) in vec4 color_attrib_blend; +#endif + +#ifdef ENABLE_UV +layout(location=12) in vec2 uv_attrib_blend; +#endif + +#ifdef ENABLE_UV2 +layout(location=13) in vec2 uv2_attrib_blend; +#endif + +#ifdef ENABLE_SKELETON +layout(location=14) in ivec4 bone_attrib_blend; +layout(location=15) in vec4 weight_attrib_blend; +#endif + +#endif + +/* OUTPUTS */ + +out VFORMAT vertex_out; //tfb: + +#ifdef ENABLE_NORMAL +out vec3 normal_out; //tfb:ENABLE_NORMAL +#endif + +#ifdef ENABLE_TANGENT +out vec4 tangent_out; //tfb:ENABLE_TANGENT +#endif + +#ifdef ENABLE_COLOR +out vec4 color_out; //tfb:ENABLE_COLOR +#endif + +#ifdef ENABLE_UV +out vec2 uv_out; //tfb:ENABLE_UV +#endif + +#ifdef ENABLE_UV2 +out vec2 uv2_out; //tfb:ENABLE_UV2 +#endif + +#ifdef ENABLE_SKELETON +out ivec4 bone_out; //tfb:ENABLE_SKELETON +out vec4 weight_out; //tfb:ENABLE_SKELETON +#endif + +uniform float blend_amount; + +void main() { + + +#ifdef ENABLE_BLEND + + vertex_out = vertex_attrib_blend + vertex_attrib * blend_amount; + +#ifdef ENABLE_NORMAL + normal_out = normal_attrib_blend + normal_attrib * blend_amount; +#endif + +#ifdef ENABLE_TANGENT + + tangent_out.xyz = tangent_attrib_blend.xyz + tangent_attrib.xyz * blend_amount; + tangent_out.w = tangent_attrib_blend.w; //just copy, no point in blending his +#endif + +#ifdef ENABLE_COLOR + + color_out = color_attrib_blend + color_attrib * blend_amount; +#endif + +#ifdef ENABLE_UV + + uv_out = uv_attrib_blend + uv_attrib * blend_amount; +#endif + +#ifdef ENABLE_UV2 + + uv2_out = uv2_attrib_blend + uv2_attrib * blend_amount; +#endif + + +#ifdef ENABLE_SKELETON + + bone_out = bone_attrib_blend; + weight_out = weight_attrib_blend + weight_attrib * blend_amount; +#endif + +#else //ENABLE_BLEND + + + vertex_out = vertex_attrib * blend_amount; + +#ifdef ENABLE_NORMAL + normal_out = normal_attrib * blend_amount; +#endif + +#ifdef ENABLE_TANGENT + + tangent_out.xyz = tangent_attrib.xyz * blend_amount; + tangent_out.w = tangent_attrib.w; //just copy, no point in blending his +#endif + +#ifdef ENABLE_COLOR + + color_out = color_attrib * blend_amount; +#endif + +#ifdef ENABLE_UV + + uv_out = uv_attrib * blend_amount; +#endif + +#ifdef ENABLE_UV2 + + uv2_out = uv2_attrib * blend_amount; +#endif + + +#ifdef ENABLE_SKELETON + + bone_out = bone_attrib; + weight_out = weight_attrib * blend_amount; +#endif + +#endif + gl_Position = vec4(0.0); +} + +[fragment] + + +void main() { + +} + diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl new file mode 100644 index 0000000000..cf2e0f776f --- /dev/null +++ b/drivers/gles3/shaders/canvas.glsl @@ -0,0 +1,456 @@ +[vertex] + + +layout(location=0) in highp vec2 vertex; +layout(location=3) in vec4 color_attrib; + +#ifdef USE_TEXTURE_RECT + +layout(location=1) in highp vec4 dst_rect; +layout(location=2) in highp vec4 src_rect; + +#else + +layout(location=4) in highp vec2 uv_attrib; + +//skeletn +#endif + + +layout(std140) uniform CanvasItemData { //ubo:0 + + highp mat4 projection_matrix; + highp vec4 time; +}; + +uniform highp mat4 modelview_matrix; +uniform highp mat4 extra_matrix; + + +out mediump vec2 uv_interp; +out mediump vec4 color_interp; + +#ifdef USE_LIGHTING + +layout(std140) uniform LightData { //ubo:1 + + //light matrices + highp mat4 light_matrix; + highp mat4 light_local_matrix; + highp mat4 shadow_matrix; + highp vec4 light_color; + highp vec4 light_shadow_color; + highp vec2 light_pos; + highp float shadowpixel_size; + highp float shadow_gradient; + highp float light_height; + highp float light_outside_alpha; + highp float shadow_distance_mult; +}; + + +out vec4 light_uv_interp; + +#if defined(NORMAL_USED) +out vec4 local_rot; +#endif + +#ifdef USE_SHADOWS +out highp vec2 pos; +#endif + +#endif + + +VERTEX_SHADER_GLOBALS + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { //ubo:2 + +MATERIAL_UNIFORMS + +}; + +#endif + +void main() { + + vec4 vertex_color = color_attrib; + + +#ifdef USE_TEXTURE_RECT + + + uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; + highp vec4 outvec = vec4(dst_rect.xy + dst_rect.zw * mix(vertex,vec2(1.0,1.0)-vertex,lessThan(src_rect.zw,vec2(0.0,0.0))),0.0,1.0); + +#else + uv_interp = uv_attrib; + highp vec4 outvec = vec4(vertex,0.0,1.0); +#endif + + +{ + vec2 src_vtx=outvec.xy; + +VERTEX_SHADER_CODE + +} + +#if !defined(SKIP_TRANSFORM_USED) + outvec = extra_matrix * outvec; + outvec = modelview_matrix * outvec; +#endif + + color_interp = vertex_color; + +#ifdef USE_PIXEL_SNAP + + outvec.xy=floor(outvec+0.5); +#endif + + + gl_Position = projection_matrix * outvec; + +#ifdef USE_LIGHTING + + light_uv_interp.xy = (light_matrix * outvec).xy; + light_uv_interp.zw =(light_local_matrix * outvec).xy; +#ifdef USE_SHADOWS + pos=outvec.xy; +#endif + +#if defined(NORMAL_USED) + local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy ); + local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy ); +#ifdef USE_TEXTURE_RECT + local_rot.xy*=sign(src_rect.z); + local_rot.zw*=sign(src_rect.w); +#endif + +#endif + +#endif + +} + +[fragment] + + + +uniform mediump sampler2D color_texture; // texunit:0 +uniform highp vec2 color_texpixel_size; + +in mediump vec2 uv_interp; +in mediump vec4 color_interp; + + +#if defined(SCREEN_TEXTURE_USED) + +uniform sampler2D screen_texture; // texunit:-3 + +#endif + +layout(std140) uniform CanvasItemData { + + highp mat4 projection_matrix; + highp vec4 time; +}; + + +#ifdef USE_LIGHTING + +layout(std140) uniform LightData { + + highp mat4 light_matrix; + highp mat4 light_local_matrix; + highp mat4 shadow_matrix; + highp vec4 light_color; + highp vec4 light_shadow_color; + highp vec2 light_pos; + highp float shadowpixel_size; + highp float shadow_gradient; + highp float light_height; + highp float light_outside_alpha; + highp float shadow_distance_mult; +}; + +uniform lowp sampler2D light_texture; // texunit:-1 +in vec4 light_uv_interp; + + +#if defined(NORMAL_USED) +in vec4 local_rot; +#endif + +#ifdef USE_SHADOWS + +uniform highp sampler2D shadow_texture; // texunit:-2 +in highp vec2 pos; + +#endif + +#endif + +uniform mediump vec4 final_modulate; + +FRAGMENT_SHADER_GLOBALS + + +layout(location=0) out mediump vec4 frag_color; + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { + +MATERIAL_UNIFORMS + +}; + +#endif + +void main() { + + vec4 color = color_interp; +#if defined(NORMAL_USED) + vec3 normal = vec3(0.0,0.0,1.0); +#endif + +#if !defined(COLOR_USED) +//default behavior, texture by color + +#ifdef USE_DISTANCE_FIELD + const float smoothing = 1.0/32.0; + float distance = texture(color_texture, uv_interp).a; + color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a; +#else + color *= texture( color_texture, uv_interp ); + +#endif + +#endif + +#if defined(ENABLE_SCREEN_UV) + vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; +#endif + + +{ + float normal_depth=1.0; + +#if defined(NORMALMAP_USED) + vec3 normal_map=vec3(0.0,0.0,1.0); +#endif + +FRAGMENT_SHADER_CODE + +#if defined(NORMALMAP_USED) + normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth ); +#endif + +} +#ifdef DEBUG_ENCODED_32 + highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ); + color = vec4(vec3(enc32),1.0); +#endif + + + color*=final_modulate; + + + + +#ifdef USE_LIGHTING + + vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping + +#if defined(NORMAL_USED) + normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy; +#endif + + float att=1.0; + + vec2 light_uv = light_uv_interp.xy; + vec4 light = texture(light_texture,light_uv) * light_color; +#if defined(SHADOW_COLOR_USED) + vec4 shadow_color=vec4(0.0,0.0,0.0,0.0); +#endif + + if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) { + color.a*=light_outside_alpha; //invisible + + } else { + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader + { + vec4 light_out=light*color; +LIGHT_SHADER_CODE + color=light_out; + } + +#else + +#if defined(NORMAL_USED) + vec3 light_normal = normalize(vec3(light_vec,-light_height)); + light*=max(dot(-light_normal,normal),0.0); +#endif + + color*=light; +/* +#ifdef USE_NORMAL + color.xy=local_rot.xy;//normal.xy; + color.zw=vec2(0.0,1.0); +#endif +*/ + +//light shader code +#endif + + +#ifdef USE_SHADOWS + + float angle_to_light = -atan(light_vec.x,light_vec.y); + float PI = 3.14159265358979323846264; + /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays + float ang*/ + + float su,sz; + + float abs_angle = abs(angle_to_light); + vec2 point; + float sh; + if (abs_angle<45.0*PI/180.0) { + point = light_vec; + sh=0.0+(1.0/8.0); + } else if (abs_angle>135.0*PI/180.0) { + point = -light_vec; + sh = 0.5+(1.0/8.0); + } else if (angle_to_light>0.0) { + + point = vec2(light_vec.y,-light_vec.x); + sh = 0.25+(1.0/8.0); + } else { + + point = vec2(-light_vec.y,light_vec.x); + sh = 0.75+(1.0/8.0); + + } + + + highp vec4 s = shadow_matrix * vec4(point,0.0,1.0); + s.xyz/=s.w; + su=s.x*0.5+0.5; + sz=s.z*0.5+0.5; + //sz=lightlength(light_vec); + + highp float shadow_attenuation=0.0; + +#ifdef USE_RGBA_SHADOWS + +#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) ) + +#else + +#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r) + +#endif + + + +#ifdef SHADOW_USE_GRADIENT + +#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=1.0-smoothstep(sd,sd+shadow_gradient,sz); } + +#else + +#define SHADOW_TEST(m_ofs) { highp float sd = SHADOW_DEPTH(shadow_texture,vec2(m_ofs,sh)); shadow_attenuation+=step(sz,sd); } + +#endif + + +#ifdef SHADOW_FILTER_NEAREST + + SHADOW_TEST(su+shadowpixel_size); + +#endif + + +#ifdef SHADOW_FILTER_PCF3 + + SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su-shadowpixel_size); + shadow_attenuation/=3.0; + +#endif + + +#ifdef SHADOW_FILTER_PCF5 + + SHADOW_TEST(su+shadowpixel_size*3.0); + SHADOW_TEST(su+shadowpixel_size*2.0); + SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su-shadowpixel_size); + SHADOW_TEST(su-shadowpixel_size*2.0); + SHADOW_TEST(su-shadowpixel_size*3.0); + shadow_attenuation/=5.0; + +#endif + + +#ifdef SHADOW_FILTER_PCF9 + + SHADOW_TEST(su+shadowpixel_size*4.0); + SHADOW_TEST(su+shadowpixel_size*3.0); + SHADOW_TEST(su+shadowpixel_size*2.0); + SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su-shadowpixel_size); + SHADOW_TEST(su-shadowpixel_size*2.0); + SHADOW_TEST(su-shadowpixel_size*3.0); + SHADOW_TEST(su-shadowpixel_size*4.0); + shadow_attenuation/=9.0; + +#endif + +#ifdef SHADOW_FILTER_PCF13 + + SHADOW_TEST(su+shadowpixel_size*6.0); + SHADOW_TEST(su+shadowpixel_size*5.0); + SHADOW_TEST(su+shadowpixel_size*4.0); + SHADOW_TEST(su+shadowpixel_size*3.0); + SHADOW_TEST(su+shadowpixel_size*2.0); + SHADOW_TEST(su+shadowpixel_size); + SHADOW_TEST(su); + SHADOW_TEST(su-shadowpixel_size); + SHADOW_TEST(su-shadowpixel_size*2.0); + SHADOW_TEST(su-shadowpixel_size*3.0); + SHADOW_TEST(su-shadowpixel_size*4.0); + SHADOW_TEST(su-shadowpixel_size*5.0); + SHADOW_TEST(su-shadowpixel_size*6.0); + shadow_attenuation/=13.0; + +#endif + + +#if defined(SHADOW_COLOR_USED) + color=mix(shadow_color,color,shadow_attenuation); +#else + //color*=shadow_attenuation; + color=mix(light_shadow_color,color,shadow_attenuation); +#endif +//use shadows +#endif + } + +//use lighting +#endif +// color.rgb*=color.a; + frag_color = color; + +} + diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl new file mode 100644 index 0000000000..c757990de0 --- /dev/null +++ b/drivers/gles3/shaders/canvas_shadow.glsl @@ -0,0 +1,49 @@ +[vertex] + + + +uniform highp mat4 projection_matrix; +uniform highp mat4 light_matrix; +uniform highp mat4 world_matrix; +uniform highp float distance_norm; + +layout(location=0) in highp vec3 vertex; + +out highp vec4 position_interp; + +void main() { + + gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex,1.0))); + position_interp=gl_Position; +} + +[fragment] + +in highp vec4 position_interp; + +#ifdef USE_RGBA_SHADOWS + +layout(location=0) out lowp vec4 distance_buf; + +#else + +layout(location=0) out highp float distance_buf; + +#endif + +void main() { + + highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0;//bias; + +#ifdef USE_RGBA_SHADOWS + + highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0)); + comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); + distance_buf=comp; +#else + + distance_buf=depth; + +#endif +} + diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl new file mode 100644 index 0000000000..a87d62f2d7 --- /dev/null +++ b/drivers/gles3/shaders/copy.glsl @@ -0,0 +1,105 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +#ifdef USE_CUBEMAP +layout(location=4) in vec3 cube_in; +#else +layout(location=4) in vec2 uv_in; +#endif +layout(location=5) in vec2 uv2_in; + +#ifdef USE_CUBEMAP +out vec3 cube_interp; +#else +out vec2 uv_interp; +#endif + +out vec2 uv2_interp; + +void main() { + +#ifdef USE_CUBEMAP + cube_interp = cube_in; +#else + uv_interp = uv_in; +#endif + uv2_interp = uv2_in; + gl_Position = vertex_attrib; +} + +[fragment] + + +#ifdef USE_CUBEMAP +in vec3 cube_interp; +uniform samplerCube source_cube; //texunit:0 +#else +in vec2 uv_interp; +uniform sampler2D source; //texunit:0 +#endif + + +float sRGB_gamma_correct(float c){ + float a = 0.055; + if(c < 0.0031308) + return 12.92*c; + else + return (1.0+a)*pow(c, 1.0/2.4) - a; +} + + +uniform float stuff; +uniform vec2 pixel_size; + +in vec2 uv2_interp; + +layout(location = 0) out vec4 frag_color; + +void main() { + + //vec4 color = color_interp; + +#ifdef USE_CUBEMAP + vec4 color = texture( source_cube, normalize(cube_interp) ); + +#else + vec4 color = texture( source, uv_interp ); +#endif + +#ifdef LINEAR_TO_SRGB + //regular Linear -> SRGB conversion + vec3 a = vec3(0.055); + color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); +#endif + +#ifdef DEBUG_GRADIENT + color.rg=uv_interp; + color.b=0.0; +#endif + +#ifdef DISABLE_ALPHA + color.a=1.0; +#endif + + +#ifdef GAUSSIAN_HORIZONTAL + color*=0.38774; + color+=texture( source, uv_interp+vec2( 1.0, 0.0)*pixel_size )*0.24477; + color+=texture( source, uv_interp+vec2( 2.0, 0.0)*pixel_size )*0.06136; + color+=texture( source, uv_interp+vec2(-1.0, 0.0)*pixel_size )*0.24477; + color+=texture( source, uv_interp+vec2(-2.0, 0.0)*pixel_size )*0.06136; +#endif + +#ifdef GAUSSIAN_VERTICAL + color*=0.38774; + color+=texture( source, uv_interp+vec2( 0.0, 1.0)*pixel_size )*0.24477; + color+=texture( source, uv_interp+vec2( 0.0, 2.0)*pixel_size )*0.06136; + color+=texture( source, uv_interp+vec2( 0.0,-1.0)*pixel_size )*0.24477; + color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136; +#endif + + + frag_color = color; +} + diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl new file mode 100644 index 0000000000..5ffc78c0b9 --- /dev/null +++ b/drivers/gles3/shaders/cube_to_dp.glsl @@ -0,0 +1,79 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + + +uniform highp samplerCube source_cube; //texunit:0 +in vec2 uv_interp; + +uniform bool z_flip; +uniform highp float z_far; +uniform highp float z_near; +uniform highp float bias; + +void main() { + + highp vec3 normal = vec3( uv_interp * 2.0 - 1.0, 0.0 ); +/* + if(z_flip) { + normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + } else { + normal.z = -0.5 + 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + } +*/ + + //normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); + //normal.xy*=1.0+normal.z; + + normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + normal = normalize(normal); + +/* + normal.z=0.5; + normal=normalize(normal); +*/ + if (!z_flip) { + normal.z=-normal.z; + } + + //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 )); + float depth = texture(source_cube,normal).r; + + // absolute values for direction cosines, bigger value equals closer to basis axis + vec3 unorm = abs(normal); + + if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) { + // x code + unorm = normal.x > 0.0 ? vec3( 1.0, 0.0, 0.0 ) : vec3( -1.0, 0.0, 0.0 ) ; + } else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) { + // y code + unorm = normal.y > 0.0 ? vec3( 0.0, 1.0, 0.0 ) : vec3( 0.0, -1.0, 0.0 ) ; + } else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) { + // z code + unorm = normal.z > 0.0 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 0.0, 0.0, -1.0 ) ; + } else { + // oh-no we messed up code + // has to be + unorm = vec3( 1.0, 0.0, 0.0 ); + } + + float depth_fix = 1.0 / dot(normal,unorm); + + + depth = 2.0 * depth - 1.0; + float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); + gl_FragDepth = (linear_depth*depth_fix+bias) / z_far; +} + diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl new file mode 100644 index 0000000000..768d20ad22 --- /dev/null +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -0,0 +1,218 @@ +[vertex] + + +layout(location=0) in highp vec2 vertex; + +layout(location=4) in highp vec2 uv; + +out highp vec2 uv_interp; + +void main() { + + uv_interp=uv; + gl_Position=vec4(vertex,0,1); +} + +[fragment] + + +precision highp float; +precision highp int; + + +uniform samplerCube source_cube; //texunit:0 +uniform int face_id; +uniform float roughness; +in highp vec2 uv_interp; + + +layout(location = 0) out vec4 frag_color; + + +#define M_PI 3.14159265359 + + +vec3 texelCoordToVec(vec2 uv, int faceID) +{ + mat3 faceUvVectors[6]; +/* + // -x + faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face +*/ + + // -x + faceUvVectors[0][0] = vec3(0.0, 0.0, 1.0); // u -> +z + faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[0][2] = vec3(-1.0, 0.0, 0.0); // -x face + + // +x + faceUvVectors[1][0] = vec3(0.0, 0.0, -1.0); // u -> -z + faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[1][2] = vec3(1.0, 0.0, 0.0); // +x face + + // -y + faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[2][1] = vec3(0.0, 0.0, -1.0); // v -> -z + faceUvVectors[2][2] = vec3(0.0, -1.0, 0.0); // -y face + + // +y + faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[3][1] = vec3(0.0, 0.0, 1.0); // v -> +z + faceUvVectors[3][2] = vec3(0.0, 1.0, 0.0); // +y face + + // -z + faceUvVectors[4][0] = vec3(-1.0, 0.0, 0.0); // u -> -x + faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[4][2] = vec3(0.0, 0.0, -1.0); // -z face + + // +z + faceUvVectors[5][0] = vec3(1.0, 0.0, 0.0); // u -> +x + faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y + faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face + + // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. + vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2]; + return normalize(result); +} + +vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) +{ + float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph] + + // Compute distribution direction + float Phi = 2.0 * M_PI * Xi.x; + float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); + float SinTheta = sqrt(1.0 - CosTheta * CosTheta); + + // Convert to spherical direction + vec3 H; + H.x = SinTheta * cos(Phi); + H.y = SinTheta * sin(Phi); + H.z = CosTheta; + + vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 TangentX = normalize(cross(UpVector, N)); + vec3 TangentY = cross(N, TangentX); + + // Tangent to world space + return TangentX * H.x + TangentY * H.y + N * H.z; +} + +// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +float GGX(float NdotV, float a) +{ + float k = a / 2.0; + return NdotV / (NdotV * (1.0 - k) + k); +} + +// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +float G_Smith(float a, float nDotV, float nDotL) +{ + return GGX(nDotL, a * a) * GGX(nDotV, a * a); +} + +float radicalInverse_VdC(uint bits) { + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 +} + +vec2 Hammersley(uint i, uint N) { + return vec2(float(i)/float(N), radicalInverse_VdC(i)); +} + + + +#ifdef LOW_QUALITY + +#define SAMPLE_COUNT 64u + +#else + +#define SAMPLE_COUNT 512u + +#endif + +uniform bool z_flip; + +void main() { + +#ifdef USE_DUAL_PARABOLOID + + vec3 N = vec3( uv_interp * 2.0 - 1.0, 0.0 ); + N.z = 0.5 - 0.5*((N.x * N.x) + (N.y * N.y)); + N = normalize(N); + + if (!z_flip) { + N.y=-N.y; //y is flipped to improve blending between both sides + } else { + N.z=-N.z; + } + + +#else + vec2 uv = (uv_interp * 2.0) - 1.0; + vec3 N = texelCoordToVec(uv, face_id); +#endif + //vec4 color = color_interp; + +#ifdef USE_DIRECT_WRITE + + frag_color=vec4(texture(N,source_cube).rgb,1.0); + +#else + + vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); + + for(uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) { + vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT); + + vec3 H = ImportanceSampleGGX( xi, roughness, N ); + vec3 V = N; + vec3 L = normalize(2.0 * dot( V, H ) * H - V); + + float ndotl = clamp(dot(N, L),0.0,1.0); + + if (ndotl>0.0) { + sum.rgb += textureLod(source_cube, H, 0.0).rgb *ndotl; + sum.a += ndotl; + } + } + sum /= sum.a; + + frag_color = vec4(sum.rgb, 1.0); + +#endif + +} + diff --git a/drivers/gles3/shaders/effect_blur.glsl b/drivers/gles3/shaders/effect_blur.glsl new file mode 100644 index 0000000000..89afa12f60 --- /dev/null +++ b/drivers/gles3/shaders/effect_blur.glsl @@ -0,0 +1,278 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + + +in vec2 uv_interp; +uniform sampler2D source_color; //texunit:0 + +#ifdef SSAO_MERGE +uniform sampler2D source_ssao; //texunit:1 +#endif + +uniform float lod; +uniform vec2 pixel_size; + + +layout(location = 0) out vec4 frag_color; + +#ifdef SSAO_MERGE + +uniform vec4 ssao_color; + +#endif + +#if defined (GLOW_GAUSSIAN_HORIZONTAL) || defined(GLOW_GAUSSIAN_VERTICAL) + +uniform float glow_strength; + +#endif + +#if defined(DOF_FAR_BLUR) || defined (DOF_NEAR_BLUR) + +#ifdef DOF_QUALITY_LOW +const int dof_kernel_size=5; +const int dof_kernel_from=2; +const float dof_kernel[5] = float[] (0.153388,0.221461,0.250301,0.221461,0.153388); +#endif + +#ifdef DOF_QUALITY_MEDIUM +const int dof_kernel_size=11; +const int dof_kernel_from=5; +const float dof_kernel[11] = float[] (0.055037,0.072806,0.090506,0.105726,0.116061,0.119726,0.116061,0.105726,0.090506,0.072806,0.055037); + +#endif + +#ifdef DOF_QUALITY_HIGH +const int dof_kernel_size=21; +const int dof_kernel_from=10; +const float dof_kernel[21] = float[] (0.028174,0.032676,0.037311,0.041944,0.046421,0.050582,0.054261,0.057307,0.059587,0.060998,0.061476,0.060998,0.059587,0.057307,0.054261,0.050582,0.046421,0.041944,0.037311,0.032676,0.028174); +#endif + +uniform sampler2D dof_source_depth; //texunit:1 +uniform float dof_begin; +uniform float dof_end; +uniform vec2 dof_dir; +uniform float dof_radius; + +#ifdef DOF_NEAR_BLUR_MERGE + +uniform sampler2D source_dof_original; //texunit:2 +#endif + +#endif + + +#ifdef GLOW_FIRST_PASS + +uniform float exposure; +uniform float white; + +#ifdef GLOW_USE_AUTO_EXPOSURE + +uniform highp sampler2D source_auto_exposure; //texunit:1 +uniform highp float auto_exposure_grey; + +#endif + +uniform float glow_bloom; +uniform float glow_hdr_treshold; +uniform float glow_hdr_scale; + +#endif + +uniform float camera_z_far; +uniform float camera_z_near; + +void main() { + + + +#ifdef GAUSSIAN_HORIZONTAL + vec2 pix_size = pixel_size; + pix_size*=0.5; //reading from larger buffer, so use more samples + vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.214607; + color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.189879; + color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.157305; + color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.071303; + color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.189879; + color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.157305; + color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.071303; + frag_color = color; +#endif + +#ifdef GAUSSIAN_VERTICAL + vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774; + color+=textureLod( source_color, uv_interp+vec2( 0.0, 1.0)*pixel_size,lod )*0.24477; + color+=textureLod( source_color, uv_interp+vec2( 0.0, 2.0)*pixel_size,lod )*0.06136; + color+=textureLod( source_color, uv_interp+vec2( 0.0,-1.0)*pixel_size,lod )*0.24477; + color+=textureLod( source_color, uv_interp+vec2( 0.0,-2.0)*pixel_size,lod )*0.06136; + frag_color = color; +#endif + +//glow uses larger sigma for a more rounded blur effect + +#ifdef GLOW_GAUSSIAN_HORIZONTAL + vec2 pix_size = pixel_size; + pix_size*=0.5; //reading from larger buffer, so use more samples + vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pix_size,lod )*0.174938; + color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pix_size,lod )*0.165569; + color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pix_size,lod )*0.140367; + color+=textureLod( source_color, uv_interp+vec2( 3.0, 0.0)*pix_size,lod )*0.106595; + color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pix_size,lod )*0.165569; + color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pix_size,lod )*0.140367; + color+=textureLod( source_color, uv_interp+vec2(-3.0, 0.0)*pix_size,lod )*0.106595; + color*=glow_strength; + frag_color = color; +#endif + +#ifdef GLOW_GAUSSIAN_VERTICAL + vec4 color =textureLod( source_color, uv_interp+vec2(0.0, 0.0)*pixel_size,lod )*0.288713; + color+=textureLod( source_color, uv_interp+vec2(0.0, 1.0)*pixel_size,lod )*0.233062; + color+=textureLod( source_color, uv_interp+vec2(0.0, 2.0)*pixel_size,lod )*0.122581; + color+=textureLod( source_color, uv_interp+vec2(0.0,-1.0)*pixel_size,lod )*0.233062; + color+=textureLod( source_color, uv_interp+vec2(0.0,-2.0)*pixel_size,lod )*0.122581; + color*=glow_strength; + frag_color = color; +#endif + +#ifdef DOF_FAR_BLUR + + vec4 color_accum = vec4(0.0); + + float depth = textureLod( dof_source_depth, uv_interp, 0.0).r; + depth = depth * 2.0 - 1.0; + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); + + float amount = smoothstep(dof_begin,dof_end,depth); + float k_accum=0.0; + + for(int i=0;i<dof_kernel_size;i++) { + + int int_ofs = i-dof_kernel_from; + vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * amount * dof_radius; + + float tap_k = dof_kernel[i]; + + float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + tap_depth = tap_depth * 2.0 - 1.0; + tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); + + float tap_amount = mix(smoothstep(dof_begin,dof_end,tap_depth),1.0,int_ofs==0); + tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect + + vec4 tap_color = textureLod( source_color, tap_uv, 0.0) * tap_k; + + k_accum+=tap_k*tap_amount; + color_accum+=tap_color*tap_amount; + + + } + + if (k_accum>0.0) { + color_accum/=k_accum; + } + + frag_color = color_accum;///k_accum; + +#endif + +#ifdef DOF_NEAR_BLUR + + vec4 color_accum = vec4(0.0); + + float max_accum=0; + + for(int i=0;i<dof_kernel_size;i++) { + + int int_ofs = i-dof_kernel_from; + vec2 tap_uv = uv_interp + dof_dir * float(int_ofs) * dof_radius; + float ofs_influence = max(0.0,1.0-float(abs(int_ofs))/float(dof_kernel_from)); + + float tap_k = dof_kernel[i]; + + vec4 tap_color = textureLod( source_color, tap_uv, 0.0); + + float tap_depth = texture( dof_source_depth, tap_uv, 0.0).r; + tap_depth = tap_depth * 2.0 - 1.0; + tap_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - tap_depth * (camera_z_far - camera_z_near)); + float tap_amount = 1.0-smoothstep(dof_end,dof_begin,tap_depth); + tap_amount*=tap_amount*tap_amount; //prevent undesired glow effect + +#ifdef DOF_NEAR_FIRST_TAP + + tap_color.a= 1.0-smoothstep(dof_end,dof_begin,tap_depth); + +#endif + + max_accum=max(max_accum,tap_amount*ofs_influence); + + color_accum+=tap_color*tap_k; + + } + + color_accum.a=max(color_accum.a,sqrt(max_accum)); + + +#ifdef DOF_NEAR_BLUR_MERGE + + vec4 original = textureLod( source_dof_original, uv_interp, 0.0); + color_accum = mix(original,color_accum,color_accum.a); + +#endif + +#ifndef DOF_NEAR_FIRST_TAP + //color_accum=vec4(vec3(color_accum.a),1.0); +#endif + frag_color = color_accum; + +#endif + + + +#ifdef GLOW_FIRST_PASS + +#ifdef GLOW_USE_AUTO_EXPOSURE + + frag_color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; +#endif + frag_color*=exposure; + + float luminance = max(frag_color.r,max(frag_color.g,frag_color.b)); + float feedback = max( smoothstep(glow_hdr_treshold,glow_hdr_treshold+glow_hdr_scale,luminance), glow_bloom ); + + frag_color *= feedback; + +#endif + + +#ifdef SIMPLE_COPY + vec4 color =textureLod( source_color, uv_interp,0.0); + frag_color = color; +#endif + +#ifdef SSAO_MERGE + + vec4 color =textureLod( source_color, uv_interp,0.0); + float ssao =textureLod( source_ssao, uv_interp,0.0).r; + + frag_color = vec4( mix(color.rgb,color.rgb*mix(ssao_color.rgb,vec3(1.0),ssao),color.a), 1.0 ); + +#endif + + +} + diff --git a/drivers/gles3/shaders/exposure.glsl b/drivers/gles3/shaders/exposure.glsl new file mode 100644 index 0000000000..001b90a0f1 --- /dev/null +++ b/drivers/gles3/shaders/exposure.glsl @@ -0,0 +1,98 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + + +void main() { + + gl_Position = vertex_attrib; + +} + +[fragment] + + +uniform highp sampler2D source_exposure; //texunit:0 + +#ifdef EXPOSURE_BEGIN + +uniform highp ivec2 source_render_size; +uniform highp ivec2 target_size; + +#endif + +#ifdef EXPOSURE_END + +uniform highp sampler2D prev_exposure; //texunit:1 +uniform highp float exposure_adjust; +uniform highp float min_luminance; +uniform highp float max_luminance; + +#endif + +layout(location = 0) out highp float exposure; + + + +void main() { + + + +#ifdef EXPOSURE_BEGIN + + + ivec2 src_pos = ivec2(gl_FragCoord.xy)*source_render_size/target_size; + +#if 1 + //more precise and expensive, but less jittery + ivec2 next_pos = ivec2(gl_FragCoord.xy+ivec2(1))*source_render_size/target_size; + next_pos = max(next_pos,src_pos+ivec2(1)); //so it at least reads one pixel + highp vec3 source_color=vec3(0.0); + for(int i=src_pos.x;i<next_pos.x;i++) { + for(int j=src_pos.y;j<next_pos.y;j++) { + source_color += texelFetch(source_exposure,ivec2(i,j),0).rgb; + } + } + + source_color/=float( (next_pos.x-src_pos.x)*(next_pos.y-src_pos.y) ); +#else + highp vec3 source_color = texelFetch(source_exposure,src_pos,0).rgb; + +#endif + + exposure = max(source_color.r,max(source_color.g,source_color.b)); + +#else + + ivec2 coord = ivec2(gl_FragCoord.xy); + exposure = texelFetch(source_exposure,coord*3+ivec2(0,0),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(1,0),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(2,0),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(0,1),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(1,1),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(2,1),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(0,2),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(1,2),0).r; + exposure += texelFetch(source_exposure,coord*3+ivec2(2,2),0).r; + exposure *= (1.0/9.0); + +#ifdef EXPOSURE_END + +#ifdef EXPOSURE_FORCE_SET + //will stay as is +#else + highp float prev_lum = texelFetch(prev_exposure,ivec2(0,0),0).r; //1 pixel previous exposure + exposure = clamp( prev_lum + (exposure-prev_lum)*exposure_adjust,min_luminance,max_luminance); + +#endif //EXPOSURE_FORCE_SET + + +#endif //EXPOSURE_END + +#endif //EXPOSURE_BEGIN + + +} + + diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl new file mode 100644 index 0000000000..e72f12cc5e --- /dev/null +++ b/drivers/gles3/shaders/particles.glsl @@ -0,0 +1,167 @@ +[vertex] + + + +layout(location=0) in highp vec4 color; +layout(location=1) in highp vec4 velocity_active; +layout(location=2) in highp vec4 custom; +layout(location=3) in highp vec4 xform_1; +layout(location=4) in highp vec4 xform_2; +layout(location=5) in highp vec4 xform_3; + + +struct Attractor { + + vec3 pos; + vec3 dir; + float radius; + float eat_radius; + float strength; + float attenuation; +}; + +#define MAX_ATTRACTORS 64 + +uniform mat4 origin; +uniform float system_phase; +uniform float prev_system_phase; +uniform float total_particles; +uniform float explosiveness; +uniform vec4 time; +uniform float delta; +uniform vec3 gravity; +uniform int attractor_count; +uniform Attractor attractors[MAX_ATTRACTORS]; + + +out highp vec4 out_color; //tfb: +out highp vec4 out_velocity_active; //tfb: +out highp vec4 out_custom; //tfb: +out highp vec4 out_xform_1; //tfb: +out highp vec4 out_xform_2; //tfb: +out highp vec4 out_xform_3; //tfb: + +VERTEX_SHADER_GLOBALS + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { //ubo:0 + +MATERIAL_UNIFORMS + +}; + +#endif + +void main() { + + bool apply_forces=true; + bool apply_velocity=true; + + float mass = 1.0; + + float restart_phase = float(gl_InstanceID)/total_particles; + restart_phase*= explosiveness; + bool restart=false; + bool active = out_velocity_active.a > 0.5; + + if (system_phase > prev_system_phase) { + restart = prev_system_phase < restart_phase && system_phase >= restart_phase; + } else { + restart = prev_system_phase < restart_phase || system_phase >= restart_phase; + } + + if (restart) { + active=true; + } + + out_color=color; + out_velocity_active=velocity_active; + out_custom=custom; + + mat4 xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0))); + + + out_rot_active=rot_active; + + if (active) { + //execute shader + + { + VERTEX_SHADER_CODE + } + +#if !defined(DISABLE_FORCE) + + { + + vec3 force = gravity; + for(int i=0;i<attractor_count;i++) { + + vec3 rel_vec = out_pos_lifetime.xyz - attractors[i].pos; + float dist = rel_vec.length(); + if (attractors[i].radius < dist) + continue; + if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) { + out_velocity_active.a=0.0; + } + + rel_vec = normalize(rel_vec); + + float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation); + + if (attractors[i].dir==vec3(0.0)) { + //towards center + force+=attractors[i].strength * rel_vec * attenuation * mass; + } else { + force+=attractors[i].strength * attractors[i].dir * attenuation *mass; + + } + } + + out_velocity_seed.xyz += force * delta; + } +#endif + +#if !defined(DISABLE_VELOCITY) + + { + + out_pos_lifetime.xyz += out_velocity_seed.xyz * delta; + } +#endif + } + + xform = transpose(xform); + + out_velocity_active.a = mix(0.0,1.0,active); + + out_xform_1 = xform[0]; + out_xform_2 = xform[1]; + out_xform_3 = xform[2]; + + +} + +[fragment] + +//any code here is never executed, stuff is filled just so it works + +FRAGMENT_SHADER_GLOBALS + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { + +MATERIAL_UNIFORMS + +}; + +#endif + +void main() { + + { + FRAGMENT_SHADER_CODE + } +} diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl new file mode 100644 index 0000000000..6acc712299 --- /dev/null +++ b/drivers/gles3/shaders/resolve.glsl @@ -0,0 +1,41 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + + +in vec2 uv_interp; +uniform sampler2D source_specular; //texunit:0 +uniform sampler2D source_ssr; //texunit:1 + +uniform float stuff; + +in vec2 uv2_interp; + +layout(location = 0) out vec4 frag_color; + +void main() { + + vec4 specular = texture( source_specular, uv_interp ); + +#ifdef USE_SSR + + vec4 ssr = textureLod(source_ssr,uv_interp,0.0); + specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a); +#endif + + frag_color = vec4(specular.rgb,1.0); +} + diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl new file mode 100644 index 0000000000..c5af010c96 --- /dev/null +++ b/drivers/gles3/shaders/scene.glsl @@ -0,0 +1,1432 @@ +[vertex] + + +/* +from VisualServer: + +ARRAY_VERTEX=0, +ARRAY_NORMAL=1, +ARRAY_TANGENT=2, +ARRAY_COLOR=3, +ARRAY_TEX_UV=4, +ARRAY_TEX_UV2=5, +ARRAY_BONES=6, +ARRAY_WEIGHTS=7, +ARRAY_INDEX=8, +*/ + +//hack to use uv if no uv present so it works with lightmap + + +/* INPUT ATTRIBS */ + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=1) in vec3 normal_attrib; +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +layout(location=2) in vec4 tangent_attrib; +#endif + +#if defined(ENABLE_COLOR_INTERP) +layout(location=3) in vec4 color_attrib; +#endif + +#if defined(ENABLE_UV_INTERP) +layout(location=4) in vec2 uv_attrib; +#endif + +#if defined(ENABLE_UV2_INTERP) +layout(location=5) in vec2 uv2_attrib; +#endif + +uniform float normal_mult; + +#ifdef USE_SKELETON +layout(location=6) in ivec4 bone_indices; // attrib:6 +layout(location=7) in vec4 bone_weights; // attrib:7 +#endif + +#ifdef USE_INSTANCING + +layout(location=8) in highp vec4 instance_xform0; +layout(location=9) in highp vec4 instance_xform1; +layout(location=10) in highp vec4 instance_xform2; +layout(location=11) in lowp vec4 instance_color; + +#endif + +layout(std140) uniform SceneData { //ubo:0 + + highp mat4 projection_matrix; + highp mat4 camera_inverse_matrix; + highp mat4 camera_matrix; + highp vec4 time; + + highp vec4 ambient_light_color; + highp vec4 bg_color; + float ambient_energy; + float bg_energy; + + float shadow_z_offset; + float shadow_z_slope_scale; + float shadow_dual_paraboloid_render_zfar; + float shadow_dual_paraboloid_render_side; + + vec2 shadow_atlas_pixel_size; + vec2 directional_shadow_pixel_size; + + float reflection_multiplier; + float subsurface_scatter_width; + float ambient_occlusion_affect_light; + +}; + +uniform highp mat4 world_transform; + +#ifdef USE_LIGHT_DIRECTIONAL + +layout(std140) uniform DirectionalLightData { //ubo:3 + + highp vec4 light_pos_inv_radius; + mediump vec4 light_direction_attenuation; + mediump vec4 light_color_energy; + mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_clamp; + mediump vec4 shadow_color; + highp mat4 shadow_matrix1; + highp mat4 shadow_matrix2; + highp mat4 shadow_matrix3; + highp mat4 shadow_matrix4; + mediump vec4 shadow_split_offsets; +}; + +#endif + + +/* Varyings */ + +out highp vec3 vertex_interp; +out vec3 normal_interp; + +#if defined(ENABLE_COLOR_INTERP) +out vec4 color_interp; +#endif + +#if defined(ENABLE_UV_INTERP) +out vec2 uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) +out vec2 uv2_interp; +#endif + + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +out vec3 tangent_interp; +out vec3 binormal_interp; +#endif + + +#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS) + +varying vec4 position_interp; + +#endif + + +VERTEX_SHADER_GLOBALS + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { //ubo:1 + +MATERIAL_UNIFORMS + +}; + +#endif + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + +out highp float dp_clip; + +#endif + +#ifdef USE_SKELETON + +layout(std140) uniform SkeletonData { //ubo:7 + + mat3x4 skeleton[MAX_SKELETON_BONES]; +}; + +#endif + +void main() { + + highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0); + highp mat4 modelview = camera_inverse_matrix * world_transform; + vec3 normal = normal_attrib * normal_mult; + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + vec3 tangent = tangent_attrib.xyz; + tangent*=normal_mult; + float binormalf = tangent_attrib.a; +#endif + +#if defined(ENABLE_COLOR_INTERP) + color_interp = color_attrib; +#endif + + +#ifdef USE_SKELETON + + { + //skeleton transform + highp mat3x4 m=skeleton[bone_indices.x]*bone_weights.x; + m+=skeleton[bone_indices.y]*bone_weights.y; + m+=skeleton[bone_indices.z]*bone_weights.z; + m+=skeleton[bone_indices.w]*bone_weights.w; + + vertex.xyz = vertex * m; + + normal = vec4(normal,0.0) * m; +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + tangent.xyz = vec4(tangent.xyz,0.0) * mn; +#endif + } +#endif // USE_SKELETON1 + + +#ifdef USE_INSTANCING + + { + highp mat3x4 m=mat3x4(instance_xform0,instance_xform1,instance_xform2); + + vertex.xyz = vertex * m; + normal = vec4(normal,0.0) * m; +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + tangent.xyz = vec4(tangent.xyz,0.0) * mn; +#endif + +#if defined(ENABLE_COLOR_INTERP) + color_interp*=instance_color; +#endif + } +#endif //USE_INSTANCING + +#if !defined(SKIP_TRANSFORM_USED) + + vertex = modelview * vertex; + normal = normalize((modelview * vec4(normal,0.0)).xyz); +#endif + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +# if !defined(SKIP_TRANSFORM_USED) + + tangent=normalize((modelview * vec4(tangent,0.0)).xyz); +# endif + vec3 binormal = normalize( cross(normal,tangent) * binormalf ); +#endif + + + + +#if defined(ENABLE_UV_INTERP) + uv_interp = uv_attrib; +#endif + +#if defined(ENABLE_UV2_INTERP) + uv2_interp = uv2_attrib; +#endif + +{ + +VERTEX_SHADER_CODE + +} + + vertex_interp = vertex.xyz; + normal_interp = normal; + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + tangent_interp = tangent; + binormal_interp = binormal; +#endif + +#ifdef RENDER_DEPTH + + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + + vertex_interp.z*= shadow_dual_paraboloid_render_side; + normal_interp.z*= shadow_dual_paraboloid_render_side; + + dp_clip=vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias + + //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges + + highp vec3 vtx = vertex_interp+normalize(vertex_interp)*shadow_z_offset; + highp float distance = length(vtx); + vtx = normalize(vtx); + vtx.xy/=1.0-vtx.z; + vtx.z=(distance/shadow_dual_paraboloid_render_zfar); + vtx.z=vtx.z * 2.0 - 1.0; + + vertex.xyz=vtx; + vertex.w=1.0; + + +#else + + float z_ofs = shadow_z_offset; + z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale; + vertex_interp.z-=z_ofs; + +#endif //RENDER_DEPTH_DUAL_PARABOLOID + +#endif //RENDER_DEPTH + + +#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_DEPTH_DUAL_PARABOLOID) + gl_Position = projection_matrix * vec4(vertex_interp,1.0); +#else + gl_Position = vertex; +#endif + + +} + + +[fragment] + + + +#define M_PI 3.14159265359 + +/* Varyings */ + +#if defined(ENABLE_COLOR_INTERP) +in vec4 color_interp; +#endif + +#if defined(ENABLE_UV_INTERP) +in vec2 uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) +in vec2 uv2_interp; +#endif + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) +in vec3 tangent_interp; +in vec3 binormal_interp; +#endif + +in highp vec3 vertex_interp; +in vec3 normal_interp; + + +/* PBR CHANNELS */ + +//used on forward mainly +uniform bool no_ambient_light; + +uniform sampler2D brdf_texture; //texunit:-1 + +#ifdef USE_RADIANCE_MAP + +uniform sampler2D radiance_map; //texunit:-2 + + +layout(std140) uniform Radiance { //ubo:2 + + mat4 radiance_inverse_xform; + vec3 radiance_box_min; + vec3 radiance_box_max; + float radiance_ambient_contribution; + +}; + +#endif + +/* Material Uniforms */ + + +FRAGMENT_SHADER_GLOBALS + + +#if defined(USE_MATERIAL) + +layout(std140) uniform UniformData { + +MATERIAL_UNIFORMS + +}; + +#endif + + +layout(std140) uniform SceneData { + + highp mat4 projection_matrix; + highp mat4 camera_inverse_matrix; + highp mat4 camera_matrix; + highp vec4 time; + + highp vec4 ambient_light_color; + highp vec4 bg_color; + float ambient_energy; + float bg_energy; + + float shadow_z_offset; + float shadow_z_slope_scale; + float shadow_dual_paraboloid_render_zfar; + float shadow_dual_paraboloid_render_side; + + vec2 shadow_atlas_pixel_size; + vec2 directional_shadow_pixel_size; + + float reflection_multiplier; + float subsurface_scatter_width; + float ambient_occlusion_affect_light; + +}; + +//directional light data + +#ifdef USE_LIGHT_DIRECTIONAL + +layout(std140) uniform DirectionalLightData { + + highp vec4 light_pos_inv_radius; + mediump vec4 light_direction_attenuation; + mediump vec4 light_color_energy; + mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_clamp; + mediump vec4 shadow_color; + highp mat4 shadow_matrix1; + highp mat4 shadow_matrix2; + highp mat4 shadow_matrix3; + highp mat4 shadow_matrix4; + mediump vec4 shadow_split_offsets; +}; + + +uniform highp sampler2DShadow directional_shadow; //texunit:-4 + +#endif + +//omni and spot + +struct LightData { + + highp vec4 light_pos_inv_radius; + mediump vec4 light_direction_attenuation; + mediump vec4 light_color_energy; + mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled, + mediump vec4 light_clamp; + mediump vec4 shadow_color; + highp mat4 shadow_matrix; + +}; + + +layout(std140) uniform OmniLightData { //ubo:4 + + LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; +}; + +layout(std140) uniform SpotLightData { //ubo:5 + + LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; +}; + + +uniform highp sampler2DShadow shadow_atlas; //texunit:-3 + + +struct ReflectionData { + + mediump vec4 box_extents; + mediump vec4 box_offset; + mediump vec4 params; // intensity, 0, interior , boxproject + mediump vec4 ambient; //ambient color, energy + mediump vec4 atlas_clamp; + highp mat4 local_matrix; //up to here for spot and omni, rest is for directional + //notes: for ambientblend, use distance to edge to blend between already existing global environment +}; + +layout(std140) uniform ReflectionProbeData { //ubo:6 + + ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS]; +}; +uniform mediump sampler2D reflection_atlas; //texunit:-5 + + +#ifdef USE_FORWARD_LIGHTING + +uniform int omni_light_indices[MAX_FORWARD_LIGHTS]; +uniform int omni_light_count; + +uniform int spot_light_indices[MAX_FORWARD_LIGHTS]; +uniform int spot_light_count; + +uniform int reflection_indices[MAX_FORWARD_LIGHTS]; +uniform int reflection_count; + +#endif + + + +#ifdef USE_MULTIPLE_RENDER_TARGETS + +layout(location=0) out vec4 diffuse_buffer; +layout(location=1) out vec4 specular_buffer; +layout(location=2) out vec4 normal_mr_buffer; +#if defined (ENABLE_SSS_MOTION) +layout(location=3) out vec4 motion_ssr_buffer; +#endif + +#else + +layout(location=0) out vec4 frag_color; + +#endif + + +// GGX Specular +// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl +float G1V(float dotNV, float k) +{ + return 1.0 / (dotNV * (1.0 - k) + k); +} + + +float SchlickFresnel(float u) +{ + float m = 1.0-u; + float m2 = m*m; + return m2*m2*m; // pow(m,5) +} + +float GTR1(float NdotH, float a) +{ + if (a >= 1.0) return 1.0/M_PI; + float a2 = a*a; + float t = 1.0 + (a2-1.0)*NdotH*NdotH; + return (a2-1.0) / (M_PI*log(a2)*t); +} + +void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) { + + float dotNL = max(dot(N,L), 0.0 ); + float dotNV = max(dot(N,V), 0.0 ); + +#if defined(LIGHT_USE_RIM) + float rim_light = pow(1.0-dotNV,(1.0-roughness)*16.0); + diffuse += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; +#endif + + diffuse += dotNL * light_color * diffuse_color; + + if (roughness > 0.0) { + + float alpha = roughness * roughness; + + vec3 H = normalize(V + L); + + float dotNH = max(dot(N,H), 0.0 ); + float dotLH = max(dot(L,H), 0.0 ); + + // D +#if defined(LIGHT_USE_ANISOTROPY) + + float aspect = sqrt(1.0-anisotropy*0.9); + float rx = roughness/aspect; + float ry = roughness*aspect; + float ax = rx*rx; + float ay = ry*ry; + float dotXH = dot( T, H ); + float dotYH = dot( B, H ); + float pi = M_PI; + float denom = dotXH*dotXH / (ax*ax) + dotYH*dotYH / (ay*ay) + dotNH*dotNH; + float D = 1.0 / ( pi * ax*ay * denom*denom ); + +#else + float alphaSqr = alpha * alpha; + float pi = M_PI; + float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0; + float D = alphaSqr / (pi * denom * denom); +#endif + // F + float F0 = 1.0; + float dotLH5 = SchlickFresnel( dotLH ); + float F = F0 + (1.0 - F0) * (dotLH5); + + // V + float k = alpha / 2.0f; + float vis = G1V(dotNL, k) * G1V(dotNV, k); + + float speci = dotNL * D * F * vis; + + specular += speci * light_color /* specular_color*/ * specular_blob_intensity; + +#if defined(LIGHT_USE_CLEARCOAT) + float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss)); + float Fr = mix(.04, 1.0, dotLH5); + float Gr = G1V(dotNL, .25) * G1V(dotNV, .25); + + specular += .25*clearcoat*Gr*Fr*Dr; +#endif + } + + +} + + +float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) { + +#ifdef SHADOW_MODE_PCF_13 + + float avg=textureProj(shadow,vec4(pos,depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,-shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x*2.0,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x*2.0,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y*2.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y*2.0),depth,1.0)); + return avg*(1.0/13.0); + +#endif + +#ifdef SHADOW_MODE_PCF_5 + + float avg=textureProj(shadow,vec4(pos,depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(shadow_pixel_size.x,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(-shadow_pixel_size.x,0.0),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,shadow_pixel_size.y),depth,1.0)); + avg+=textureProj(shadow,vec4(pos+vec2(0.0,-shadow_pixel_size.y),depth,1.0)); + return avg*(1.0/5.0); +#endif + +#if !defined(SHADOW_MODE_PCF_5) && !defined(SHADOW_MODE_PCF_13) + + return textureProj(shadow,vec4(pos,depth,1.0)); +#endif + +} + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + +in highp float dp_clip; + +#endif + +#if 0 +//need to save texture depth for this + +vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) { + + float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width; + float d = scale * distance; + + /** + * Armed with the thickness, we can now calculate the color by means of the + * precalculated transmittance profile. + * (It can be precomputed into a texture, for maximum performance): + */ + float dd = -d * d; + vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) + + vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + + vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + + vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + + vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + + vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); + + /** + * Using the profile, we finally approximate the transmitted lighting from + * the back of the object: + */ + return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0); +} +#endif + +void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 specular, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) { + + vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; + float normalized_distance = length( light_rel_vec )*omni_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w )); + + if (omni_lights[idx].light_params.w>0.5) { + //there is a shadowmap + + highp vec3 splane=(omni_lights[idx].shadow_matrix * vec4(vertex,1.0)).xyz; + float shadow_len=length(splane); + splane=normalize(splane); + vec4 clamp_rect=omni_lights[idx].light_clamp; + + if (splane.z>=0.0) { + + splane.z+=1.0; + + clamp_rect.y+=clamp_rect.w; + + } else { + + splane.z=1.0 - splane.z; + + //if (clamp_rect.z<clamp_rect.w) { + // clamp_rect.x+=clamp_rect.z; + //} else { + // clamp_rect.y+=clamp_rect.w; + //} + + } + + splane.xy/=splane.z; + splane.xy=splane.xy * 0.5 + 0.5; + splane.z = shadow_len * omni_lights[idx].light_pos_inv_radius.w; + + splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw; + + light_attenuation*=mix(omni_lights[idx].shadow_color.rgb,vec3(1.0),sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect)); + } + + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + +} + +void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 specular, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) { + + vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; + float normalized_distance = length( light_rel_vec )*spot_lights[idx].light_pos_inv_radius.w; + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), spot_lights[idx].light_direction_attenuation.w )); + vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; + float spot_cutoff=spot_lights[idx].light_params.y; + float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); + float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff); + light_attenuation *= 1.0 - pow( spot_rim, spot_lights[idx].light_params.x); + + if (spot_lights[idx].light_params.w>0.5) { + //there is a shadowmap + highp vec4 splane=(spot_lights[idx].shadow_matrix * vec4(vertex,1.0)); + splane.xyz/=splane.w; + light_attenuation*=mix(spot_lights[idx].shadow_color.rgb,vec3(1.0),sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp)); + } + + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + +} + +void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox,vec2 brdf, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) { + + vec3 ref_vec = normalize(reflect(vertex,normal)); + vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz; + vec3 box_extents = reflections[idx].box_extents.xyz; + + if (any(greaterThan(abs(local_pos),box_extents))) { //out of the reflection box + return; + } + + vec3 inner_pos = abs(local_pos / box_extents); + float blend = max(inner_pos.x,max(inner_pos.y,inner_pos.z)); + //make blend more rounded + blend=mix(length(inner_pos),blend,blend); + blend*=blend; + blend=1.001-blend; + + if (reflections[idx].params.x>0.0){// compute reflection + + vec3 local_ref_vec = (reflections[idx].local_matrix * vec4(ref_vec,0.0)).xyz; + + if (reflections[idx].params.w > 0.5) { //box project + + vec3 nrdir = normalize(local_ref_vec); + vec3 rbmax = (box_extents - local_pos)/nrdir; + vec3 rbmin = (-box_extents - local_pos)/nrdir; + + + vec3 rbminmax = mix(rbmin,rbmax,greaterThan(nrdir,vec3(0.0,0.0,0.0))); + + float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z); + vec3 posonbox = local_pos + nrdir * fa; + local_ref_vec = posonbox - reflections[idx].box_offset.xyz; + } + + + + vec3 splane=normalize(local_ref_vec); + vec4 clamp_rect=reflections[idx].atlas_clamp; + + splane.z*=-1.0; + if (splane.z>=0.0) { + splane.z+=1.0; + clamp_rect.y+=clamp_rect.w; + } else { + splane.z=1.0 - splane.z; + splane.y=-splane.y; + } + + splane.xy/=splane.z; + splane.xy=splane.xy * 0.5 + 0.5; + + splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy; + splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); + + highp vec4 reflection; + reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y; + + if (reflections[idx].params.z < 0.5) { + reflection.rgb = mix(skybox,reflection.rgb,blend); + } + reflection.rgb*=reflections[idx].params.x; + reflection.a = blend; + reflection.rgb*=reflection.a; + + reflection_accum+=reflection; + } + + if (reflections[idx].ambient.a>0.0) { //compute ambient using skybox + + + vec3 local_amb_vec = (reflections[idx].local_matrix * vec4(normal,0.0)).xyz; + + vec3 splane=normalize(local_amb_vec); + vec4 clamp_rect=reflections[idx].atlas_clamp; + + splane.z*=-1.0; + if (splane.z>=0.0) { + splane.z+=1.0; + clamp_rect.y+=clamp_rect.w; + } else { + splane.z=1.0 - splane.z; + splane.y=-splane.y; + } + + splane.xy/=splane.z; + splane.xy=splane.xy * 0.5 + 0.5; + + splane.xy = splane.xy * clamp_rect.zw + clamp_rect.xy; + splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw); + + highp vec4 ambient_out; + ambient_out.a=blend; + ambient_out.rgb = textureLod(reflection_atlas,splane.xy,5.0).rgb; + ambient_out.rgb=mix(reflections[idx].ambient.rgb,ambient_out.rgb,reflections[idx].ambient.a); + if (reflections[idx].params.z < 0.5) { + ambient_out.rgb = mix(ambient,ambient_out.rgb,blend); + } + + ambient_out.rgb *= ambient_out.a; + ambient_accum+=ambient_out; + } else { + + highp vec4 ambient_out; + ambient_out.a=blend; + ambient_out.rgb=reflections[idx].ambient.rgb; + if (reflections[idx].params.z < 0.5) { + ambient_out.rgb = mix(ambient,ambient_out.rgb,blend); + } + ambient_out.rgb *= ambient_out.a; + ambient_accum+=ambient_out; + + } +} + +#ifdef USE_GI_PROBES + +uniform mediump sampler3D gi_probe1; //texunit:-6 +uniform highp mat4 gi_probe_xform1; +uniform highp vec3 gi_probe_bounds1; +uniform highp vec3 gi_probe_cell_size1; +uniform highp float gi_probe_multiplier1; +uniform bool gi_probe_blend_ambient1; + +uniform mediump sampler3D gi_probe2; //texunit:-7 +uniform highp mat4 gi_probe_xform2; +uniform highp vec3 gi_probe_bounds2; +uniform highp vec3 gi_probe_cell_size2; +uniform highp float gi_probe_multiplier2; +uniform bool gi_probe2_enabled; +uniform bool gi_probe_blend_ambient2; + +vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance) { + + + float dist = dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0; + float alpha=0.0; + vec3 color = vec3(0.0); + + while(dist < max_distance && alpha < 0.95) { + float diameter = max(1.0, 2.0 * tan_half_angle * dist); + vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter) ); + float a = (1.0 - alpha); + color += scolor.rgb * a; + alpha += a * scolor.a; + dist += diameter * 0.5; + } + + //color.rgb = mix(color.rgb,mix(ambient,color.rgb,alpha),blend_ambient); + + return color; +} + +void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness, out vec4 out_spec, out vec4 out_diff) { + + + + vec3 probe_pos = (probe_xform * vec4(pos,1.0)).xyz; + vec3 ref_pos = (probe_xform * vec4(pos+ref_vec,1.0)).xyz; + + ref_vec = normalize(ref_pos - probe_pos); + +/* out_diff.rgb = voxel_cone_trace(probe,cell_size,probe_pos,normalize((probe_xform * vec4(ref_vec,0.0)).xyz),0.0 ,100.0); + out_diff.a = 1.0; + return;*/ + //out_diff = vec4(textureLod(probe,probe_pos*cell_size,3.0).rgb,1.0); + //return; + + if (any(bvec2(any(lessThan(probe_pos,vec3(0.0))),any(greaterThan(probe_pos,bounds))))) + return; + + vec3 blendv = probe_pos/bounds * 2.0 - 1.0; + float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z)); + blend=1.0; + + float max_distance = length(bounds); + + //radiance +#ifdef VCT_QUALITY_HIGH + +#define MAX_CONE_DIRS 6 + vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] ( + vec3(0, 0, 1), + vec3(0.866025, 0, 0.5), + vec3(0.267617, 0.823639, 0.5), + vec3(-0.700629, 0.509037, 0.5), + vec3(-0.700629, -0.509037, 0.5), + vec3(0.267617, -0.823639, 0.5) + ); + + float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15); + float cone_angle_tan = 0.577; + float min_ref_tan = 0.0; +#else + +#define MAX_CONE_DIRS 4 + + vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] ( + vec3(0.707107, 0, 0.707107), + vec3(0, 0.707107, 0.707107), + vec3(-0.707107, 0, 0.707107), + vec3(0, -0.707107, 0.707107) + ); + + float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25); + float cone_angle_tan = 0.98269; + max_distance*=0.5; + float min_ref_tan = 0.2; + +#endif + vec3 light=vec3(0.0); + for(int i=0;i<MAX_CONE_DIRS;i++) { + + vec3 dir = normalize( (probe_xform * vec4(pos + normal_mtx * cone_dirs[i],1.0)).xyz - probe_pos); + light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,ambient,blend_ambient,dir,cone_angle_tan,max_distance); + + } + + light*=multiplier; + + out_diff = vec4(light*blend,blend); + + //irradiance + + vec3 irr_light = voxel_cone_trace(probe,cell_size,probe_pos,environment,blend_ambient,ref_vec,max(min_ref_tan,tan(roughness * 0.5 * M_PI)) ,max_distance); + + irr_light *= multiplier; + //irr_light=vec3(0.0); + + out_spec = vec4(irr_light*blend,blend); +} + + +void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, inout vec3 out_specular, inout vec3 out_ambient) { + + roughness = roughness * roughness; + + vec3 ref_vec = normalize(reflect(normalize(pos),normal)); + + //find arbitrary tangent and bitangent, then build a matrix + vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0); + vec3 tangent = normalize(cross(v0, normal)); + vec3 bitangent = normalize(cross(tangent, normal)); + mat3 normal_mat = mat3(tangent,bitangent,normal); + + vec4 diff_accum = vec4(0.0); + vec4 spec_accum = vec4(0.0); + + vec3 ambient = out_ambient; + out_ambient = vec3(0.0); + + vec3 environment = out_specular; + + out_specular = vec3(0.0); + + gi_probe_compute(gi_probe1,gi_probe_xform1,gi_probe_bounds1,gi_probe_cell_size1,pos,ambient,environment,gi_probe_blend_ambient1,gi_probe_multiplier1,normal_mat,ref_vec,roughness,spec_accum,diff_accum); + + if (gi_probe2_enabled) { + + gi_probe_compute(gi_probe2,gi_probe_xform2,gi_probe_bounds2,gi_probe_cell_size2,pos,ambient,environment,gi_probe_blend_ambient2,gi_probe_multiplier2,normal_mat,ref_vec,roughness,spec_accum,diff_accum); + } + + if (diff_accum.a>0.0) { + diff_accum.rgb/=diff_accum.a; + } + + if (spec_accum.a>0.0) { + spec_accum.rgb/=spec_accum.a; + } + + out_specular+=spec_accum.rgb; + out_ambient+=diff_accum.rgb; + +} + +#endif + + +void main() { + +#ifdef RENDER_DEPTH_DUAL_PARABOLOID + + if (dp_clip>0.0) + discard; +#endif + + //lay out everything, whathever is unused is optimized away anyway + highp vec3 vertex = vertex_interp; + vec3 albedo = vec3(0.8,0.8,0.8); + vec3 specular = vec3(0.2,0.2,0.2); + vec3 emission = vec3(0.0,0.0,0.0); + float roughness = 1.0; + float rim = 0.0; + float rim_tint = 0.0; + float clearcoat=0.0; + float clearcoat_gloss=0.0; + float anisotropy = 1.0; + vec2 anisotropy_flow = vec2(1.0,0.0); + +#if defined(ENABLE_AO) + float ao=1.0; +#endif + + float alpha = 1.0; + +#ifdef METERIAL_DOUBLESIDED + float side=float(gl_FrontFacing)*2.0-1.0; +#else + float side=1.0; +#endif + + +#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY) + vec3 binormal = normalize(binormal_interp)*side; + vec3 tangent = normalize(tangent_interp)*side; +#else + vec3 binormal = vec3(0.0); + vec3 tangent = vec3(0.0); +#endif + vec3 normal = normalize(normal_interp)*side; + +#if defined(ENABLE_UV_INTERP) + vec2 uv = uv_interp; +#endif + +#if defined(ENABLE_UV2_INTERP) + vec2 uv2 = uv2_interp; +#endif + +#if defined(ENABLE_COLOR_INTERP) + vec4 color = color_interp; +#endif + +#if defined(ENABLE_NORMALMAP) + + vec3 normalmap = vec3(0.0); +#endif + + float normaldepth=1.0; + + + +#if defined(ENABLE_DISCARD) + bool discard_=false; +#endif + +#if defined (ENABLE_SSS_MOTION) + float sss_strength=0.0; +#endif + +{ + + +FRAGMENT_SHADER_CODE + +} + + + +#if defined(ENABLE_NORMALMAP) + + normalmap.xy=normalmap.xy*2.0-1.0; + normalmap.z=sqrt(1.0-dot(normalmap.xy,normalmap.xy)); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. + + normal = normalize( mix(normal_interp,tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z,normaldepth) ) * side; + +#endif + +#if defined(LIGHT_USE_ANISOTROPY) + + if (anisotropy>0.01) { + //rotation matrix + mat3 rot = mat3( tangent, binormal, normal ); + //make local to space + tangent = normalize(rot * vec3(anisotropy_flow.x,anisotropy_flow.y,0.0)); + binormal = normalize(rot * vec3(-anisotropy_flow.y,anisotropy_flow.x,0.0)); + } + +#endif + +#if defined(ENABLE_DISCARD) + if (discard_) { + //easy to eliminate dead code + discard; + } +#endif + +#ifdef ENABLE_CLIP_ALPHA + if (albedo.a<0.99) { + //used for doublepass and shadowmapping + discard; + } +#endif + +/////////////////////// LIGHTING ////////////////////////////// + + //apply energy conservation + + vec3 specular_light = vec3(0.0,0.0,0.0); + vec3 ambient_light; + vec3 diffuse_light = vec3(0.0,0.0,0.0); + + vec3 eye_vec = -normalize( vertex_interp ); + +#ifndef RENDER_DEPTH + float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); + + vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy; +#endif + +#ifdef USE_RADIANCE_MAP + + if (no_ambient_light) { + ambient_light=vec3(0.0,0.0,0.0); + } else { + { + + + + float lod = roughness * 5.0; + + { //read radiance from dual paraboloid + + vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n); + ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz); + + vec3 norm = normalize(ref_vec); + float y_ofs=0.0; + if (norm.z>=0.0) { + + norm.z+=1.0; + y_ofs+=0.5; + } else { + norm.z=1.0 - norm.z; + norm.y=-norm.y; + } + + norm.xy/=norm.z; + norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25+y_ofs); + specular_light = textureLod(radiance_map, norm.xy, lod).xyz * brdf.x + brdf.y; + + } + //no longer a cubemap + //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); + + } + + { + + /*vec3 ambient_dir=normalize((radiance_inverse_xform * vec4(normal,0.0)).xyz); + vec3 env_ambient=textureLod(radiance_cube, ambient_dir, 5.0).xyz; + + ambient_light=mix(ambient_light_color.rgb,env_ambient,radiance_ambient_contribution);*/ + ambient_light=vec3(0.0,0.0,0.0); + } + } + +#else + + if (no_ambient_light){ + ambient_light=vec3(0.0,0.0,0.0); + } else { + ambient_light=ambient_light_color.rgb; + } +#endif + + +#ifdef USE_LIGHT_DIRECTIONAL + + vec3 light_attenuation=vec3(1.0); + +#ifdef LIGHT_DIRECTIONAL_SHADOW + + if (gl_FragCoord.w > shadow_split_offsets.w) { + + vec3 pssm_coord; + +#ifdef LIGHT_USE_PSSM_BLEND + float pssm_blend; + vec3 pssm_coord2; + bool use_blend=true; + vec3 light_pssm_split_inv = 1.0/shadow_split_offsets.xyz; + float w_inv = 1.0/gl_FragCoord.w; +#endif + + +#ifdef LIGHT_USE_PSSM4 + + + if (gl_FragCoord.w > shadow_split_offsets.y) { + + if (gl_FragCoord.w > shadow_split_offsets.x) { + + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + + +#if defined(LIGHT_USE_PSSM_BLEND) + + splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv); +#endif + + } else { + + highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + +#if defined(LIGHT_USE_PSSM_BLEND) + splane=(shadow_matrix3 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv); +#endif + + } + } else { + + + if (gl_FragCoord.w > shadow_split_offsets.z) { + + highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + +#if defined(LIGHT_USE_PSSM_BLEND) + splane=(shadow_matrix4 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv); +#endif + + } else { + highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + +#if defined(LIGHT_USE_PSSM_BLEND) + use_blend=false; + +#endif + + } + } + +#endif //LIGHT_USE_PSSM4 + +#ifdef LIGHT_USE_PSSM2 + + if (gl_FragCoord.w > shadow_split_offsets.x) { + + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + + +#if defined(LIGHT_USE_PSSM_BLEND) + + splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv); +#endif + + } else { + highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; +#if defined(LIGHT_USE_PSSM_BLEND) + use_blend=false; + +#endif + + } + +#endif //LIGHT_USE_PSSM2 + +#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) + { //regular orthogonal + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + } +#endif + + + //one one sample + light_attenuation=mix(shadow_color.rgb,vec3(1.0),sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp)); + + +#if defined(LIGHT_USE_PSSM_BLEND) + if (use_blend) { + vec3 light_attenuation2=mix(shadow_color.rgb,vec3(1.0),sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp)); + light_attenuation=mix(light_attenuation,light_attenuation2,pssm_blend); + } +#endif + + } + +#endif //LIGHT_DIRECTIONAL_SHADOW + + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + + +#endif //#USE_LIGHT_DIRECTIONAL + +#ifdef USE_GI_PROBES + gi_probes_compute(vertex,normal,roughness,specular,specular_light,ambient_light); +#endif + + +#ifdef USE_FORWARD_LIGHTING + + highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0); + highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0); + + + + for(int i=0;i<reflection_count;i++) { + reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,brdf,reflection_accum,ambient_accum); + } + + if (reflection_accum.a>0.0) { + specular_light+=reflection_accum.rgb/reflection_accum.a; + } + if (ambient_accum.a>0.0) { + ambient_light+=ambient_accum.rgb/ambient_accum.a; + } + + for(int i=0;i<omni_light_count;i++) { + light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + } + + for(int i=0;i<spot_light_count;i++) { + light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + } + + + +#endif + + + + +#if defined(USE_LIGHT_SHADER_CODE) +//light is written by the light shader +{ + +LIGHT_SHADER_CODE + +} +#endif + +#ifdef RENDER_DEPTH +//nothing happens, so a tree-ssa optimizer will result in no fragment shader :) +#else + + specular_light*=reflection_multiplier; + ambient_light*=albedo; //ambient must be multiplied by albedo at the end + +#if defined(ENABLE_AO) + ambient_light*=ao; +#endif + + //energy conservation + diffuse_light=mix(diffuse_light,vec3(0.0),specular); + ambient_light=mix(ambient_light,vec3(0.0),specular); + specular_light *= max(vec3(0.04),specular); + +#ifdef USE_MULTIPLE_RENDER_TARGETS + +#if defined(ENABLE_AO) + + float ambient_scale=0.0; // AO is supplied by material +#else + //approximate ambient scale for SSAO, since we will lack full ambient + float max_emission=max(emission.r,max(emission.g,emission.b)); + float max_ambient=max(ambient_light.r,max(ambient_light.g,ambient_light.b)); + float max_diffuse=max(diffuse_light.r,max(diffuse_light.g,diffuse_light.b)); + float total_ambient = max_ambient+max_diffuse+max_emission; + float ambient_scale = (total_ambient>0.0) ? (max_ambient+ambient_occlusion_affect_light*max_diffuse)/total_ambient : 0.0; +#endif //ENABLE_AO + + diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale); + specular_buffer=vec4(specular_light,max(specular.r,max(specular.g,specular.b))); + + + normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness); + +#if defined (ENABLE_SSS_MOTION) + motion_ssr_buffer = vec4(vec3(0.0),sss_strength); +#endif + +#else + + +#ifdef SHADELESS + frag_color=vec4(albedo,alpha); +#else + frag_color=vec4(emission+ambient_light+diffuse_light+specular_light,alpha); +#endif //SHADELESS + + +#endif //USE_MULTIPLE_RENDER_TARGETS + + + +#endif //RENDER_DEPTH + + +} + + diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl new file mode 100644 index 0000000000..ec4bdf86c9 --- /dev/null +++ b/drivers/gles3/shaders/screen_space_reflection.glsl @@ -0,0 +1,345 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; +out vec2 pos_interp; + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; + pos_interp.xy=gl_Position.xy; +} + +[fragment] + + +in vec2 uv_interp; +in vec2 pos_interp; + +uniform sampler2D source_diffuse; //texunit:0 +uniform sampler2D source_normal_roughness; //texunit:1 +uniform sampler2D source_depth; //texunit:2 + +uniform float camera_z_near; +uniform float camera_z_far; + +uniform vec2 viewport_size; +uniform vec2 pixel_size; + +uniform float filter_mipmap_levels; + +uniform mat4 inverse_projection; +uniform mat4 projection; + +uniform int num_steps; +uniform float depth_tolerance; +uniform float distance_fade; +uniform float acceleration; + +layout(location = 0) out vec4 frag_color; + + +vec2 view_to_screen(vec3 view_pos,out float w) { + vec4 projected = projection * vec4(view_pos, 1.0); + projected.xyz /= projected.w; + projected.xy = projected.xy * 0.5 + 0.5; + w=projected.w; + return projected.xy; +} + + + +#define M_PI 3.14159265359 + + +void main() { + + + //// + + vec4 diffuse = texture( source_diffuse, uv_interp ); + vec4 normal_roughness = texture( source_normal_roughness, uv_interp); + + vec3 normal; + + normal = normal_roughness.xyz*2.0-1.0; + + float roughness = normal_roughness.w; + + float depth_tex = texture(source_depth,uv_interp).r; + + vec4 world_pos = inverse_projection * vec4( uv_interp*2.0-1.0, depth_tex*2.0-1.0, 1.0 ); + vec3 vertex = world_pos.xyz/world_pos.w; + + vec3 view_dir = normalize(vertex); + vec3 ray_dir = normalize(reflect(view_dir, normal)); + + if (dot(ray_dir,normal)<0.001) { + frag_color=vec4(0.0); + return; + } + //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0); + + //ray_dir = normalize(vec3(1,1,-1)); + + + //////////////// + + + //make ray length and clip it against the near plane (don't want to trace beyond visible) + float ray_len = (vertex.z + ray_dir.z * camera_z_far) > -camera_z_near ? (-camera_z_near - vertex.z) / ray_dir.z : camera_z_far; + vec3 ray_end = vertex + ray_dir*ray_len; + + float w_begin; + vec2 vp_line_begin = view_to_screen(vertex,w_begin); + float w_end; + vec2 vp_line_end = view_to_screen( ray_end, w_end); + vec2 vp_line_dir = vp_line_end-vp_line_begin; + + //we need to interpolate w along the ray, to generate perspective correct reflections + + w_begin = 1.0/w_begin; + w_end = 1.0/w_end; + + + float z_begin = vertex.z*w_begin; + float z_end = ray_end.z*w_end; + + vec2 line_begin = vp_line_begin/pixel_size; + vec2 line_dir = vp_line_dir/pixel_size; + float z_dir = z_end - z_begin; + float w_dir = w_end - w_begin; + + + // clip the line to the viewport edges + + float scale_max_x = min(1, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x)); + float scale_max_y = min(1, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y)); + float scale_min_x = min(1, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x)); + float scale_min_y = min(1, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y)); + float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y); + line_dir *= line_clip; + z_dir *= line_clip; + w_dir *=line_clip; + + //clip z and w advance to line advance + vec2 line_advance = normalize(line_dir); //down to pixel + float step_size = length(line_advance)/length(line_dir); + float z_advance = z_dir*step_size; // adapt z advance to line advance + float w_advance = w_dir*step_size; // adapt w advance to line advance + + //make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice) + float advance_angle_adj = 1.0/max(abs(line_advance.x),abs(line_advance.y)); + line_advance*=advance_angle_adj; // adapt z advance to line advance + z_advance*=advance_angle_adj; + w_advance*=advance_angle_adj; + + vec2 pos = line_begin; + float z = z_begin; + float w = w_begin; + float z_from=z/w; + float z_to=z_from; + float depth; + vec2 prev_pos=pos; + + bool found=false; + + //if acceleration > 0, distance between pixels gets larger each step. This allows covering a larger area + float accel=1.0+acceleration; + float steps_taken=0; + + for(float i=0;i<num_steps;i++) { + + pos+=line_advance; + z+=z_advance; + w+=w_advance; + + //convert to linear depth + depth = texture(source_depth, pos*pixel_size).r * 2.0 - 1.0; + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); + depth=-depth; + + z_from = z_to; + z_to = z/w; + + if (depth>z_to) { + //if depth was surpassed + if (depth<=max(z_to,z_from)+depth_tolerance) { + //check the depth tolerance + found=true; + } + break; + } + + steps_taken+=1.0; + prev_pos=pos; + z_advance*=accel; + w_advance*=accel; + line_advance*=accel; + } + + + + + if (found) { + + float margin_blend=1.0; + + + vec2 margin = vec2((viewport_size.x+viewport_size.y)*0.5*0.05); //make a uniform margin + if (any(bvec4(lessThan(pos,-margin),greaterThan(pos,viewport_size+margin)))) { + //clip outside screen + margin + frag_color=vec4(0.0); + return; + } + + { + //blend fading out towards external margin + vec2 margin_grad = mix(pos-viewport_size,-pos,lessThan(pos,vec2(0.0))); + margin_blend = 1.0-smoothstep(0.0,margin.x,max(margin_grad.x,margin_grad.y)); + //margin_blend=1.0; + + } + + vec2 final_pos; + float grad; + +#ifdef SMOOTH_ACCEL + //if the distance between point and prev point is >1, then take some samples in the middle for smoothing out the image + vec2 blend_dir = pos - prev_pos; + float steps = min(8.0,length(blend_dir)); + if (steps>2.0) { + vec2 blend_step = blend_dir/steps; + float blend_z = (z_to-z_from)/steps; + vec2 new_pos; + float subgrad=0.0; + for(float i=0.0;i<steps;i++) { + + new_pos = (prev_pos+blend_step*i); + float z = z_from+blend_z*i; + + depth = texture(source_depth, new_pos*pixel_size).r * 2.0 - 1.0; + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); + depth=-depth; + + subgrad=i/steps; + if (depth>z) + break; + } + + final_pos = new_pos; + grad=(steps_taken+subgrad)/num_steps; + + } else { +#endif + grad=steps_taken/num_steps; + final_pos=pos; +#ifdef SMOOTH_ACCEL + } + +#endif + + + +#ifdef REFLECT_ROUGHNESS + + + vec4 final_color; + //if roughness is enabled, do screen space cone tracing + if (roughness > 0.001) { + /////////////////////////////////////////////////////////////////////////////////////// + //use a blurred version (in consecutive mipmaps) of the screen to simulate roughness + + float gloss = 1.0-roughness; + float cone_angle = roughness * M_PI * 0.5; + vec2 cone_dir = final_pos - line_begin; + float cone_len = length(cone_dir); + cone_dir = normalize(cone_dir); //will be used normalized from now on + float max_mipmap = filter_mipmap_levels -1; + float gloss_mult=gloss; + + float rem_alpha=1.0; + final_color = vec4(0.0); + + for(int i=0;i<7;i++) { + + float op_len = 2.0 * tan(cone_angle) * cone_len; //oposite side of iso triangle + float radius; + { + //fit to sphere inside cone (sphere ends at end of cone), something like this: + // ___ + // \O/ + // V + // + // as it avoids bleeding from beyond the reflection as much as possible. As a plus + // it also makes the rough reflection more elongated. + float a = op_len; + float h = cone_len; + float a2 = a * a; + float fh2 = 4.0f * h * h; + radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); + } + + //find the place where screen must be sampled + vec2 sample_pos = ( line_begin + cone_dir * (cone_len - radius) ) * pixel_size; + //radius is in pixels, so it's natural that log2(radius) maps to the right mipmap for the amount of pixels + float mipmap = clamp( log2( radius ), 0.0, max_mipmap ); + + //mipmap = max(mipmap-1.0,0.0); + //do sampling + + vec4 sample_color; + { + sample_color = textureLod(source_diffuse,sample_pos,mipmap); + } + + //multiply by gloss + sample_color.rgb*=gloss_mult; + sample_color.a=gloss_mult; + + rem_alpha -= sample_color.a; + if(rem_alpha < 0.0) { + sample_color.rgb *= (1.0 - abs(rem_alpha)); + } + + final_color+=sample_color; + + if (final_color.a>=0.95) { + // This code of accumulating gloss and aborting on near one + // makes sense when you think of cone tracing. + // Think of it as if roughness was 0, then we could abort on the first + // iteration. For lesser roughness values, we need more iterations, but + // each needs to have less influence given the sphere is smaller + break; + } + + cone_len-=radius*2.0; //go to next (smaller) circle. + + gloss_mult*=gloss; + + + } + } else { + final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0); + } + + frag_color = vec4(final_color.rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend); + +#else + frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend); +#endif + + + + } else { + frag_color = vec4(0.0,0.0,0.0,0.0); + } + + + +} + diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl new file mode 100644 index 0000000000..75f49ef37a --- /dev/null +++ b/drivers/gles3/shaders/ssao.glsl @@ -0,0 +1,247 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + +void main() { + + gl_Position = vertex_attrib; + gl_Position.z=1.0; +} + +[fragment] + + +#define NUM_SAMPLES (11) + +// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower +// miplevel to maintain reasonable spatial locality in the cache +// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing. +// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively +#define LOG_MAX_OFFSET (3) + +// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp +#define MAX_MIP_LEVEL (4) + +// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent +// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9 +#define NUM_SPIRAL_TURNS (7) + + +uniform sampler2D source_depth; //texunit:0 +uniform usampler2D source_depth_mipmaps; //texunit:1 +uniform sampler2D source_normal; //texunit:2 + +uniform ivec2 screen_size; +uniform float camera_z_far; +uniform float camera_z_near; + +uniform float intensity_div_r6; +uniform float radius; + +#ifdef ENABLE_RADIUS2 +uniform float intensity_div_r62; +uniform float radius2; +#endif + +uniform float bias; +uniform float proj_scale; + +layout(location = 0) out float visibility; + +uniform vec4 proj_info; + +vec3 reconstructCSPosition(vec2 S, float z) { + return vec3((S.xy * proj_info.xy + proj_info.zw) * z, z); +} + +vec3 getPosition(ivec2 ssP) { + vec3 P; + P.z = texelFetch(source_depth, ssP, 0).r; + + P.z = P.z * 2.0 - 1.0; + P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); + P.z = -P.z; + + // Offset to pixel center + P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); + return P; +} + +/** Reconstructs screen-space unit normal from screen-space position */ +vec3 reconstructCSFaceNormal(vec3 C) { + return normalize(cross(dFdy(C), dFdx(C))); +} + + + +/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */ +vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR){ + // Radius relative to ssR + float alpha = float(sampleNumber + 0.5) * (1.0 / NUM_SAMPLES); + float angle = alpha * (NUM_SPIRAL_TURNS * 6.28) + spinAngle; + + ssR = alpha; + return vec2(cos(angle), sin(angle)); +} + + +/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */ +vec3 getOffsetPosition(ivec2 ssC, vec2 unitOffset, float ssR) { + // Derivation: + // mipLevel = floor(log(ssR / MAX_OFFSET)); + int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL); + + ivec2 ssP = ivec2(ssR * unitOffset) + ssC; + + vec3 P; + + // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map. + // Manually clamp to the texture size because texelFetch bypasses the texture unit + ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (screen_size >> mipLevel) - ivec2(1)); + + + if (mipLevel < 1) { + //read from depth buffer + P.z = texelFetch(source_depth, mipP, 0).r; + P.z = P.z * 2.0 - 1.0; + P.z = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - P.z * (camera_z_far - camera_z_near)); + P.z = -P.z; + + } else { + //read from mipmaps + uint d = texelFetch(source_depth_mipmaps, mipP, mipLevel-1).r; + P.z = -(float(d)/65535.0)*camera_z_far; + } + + + // Offset to pixel center + P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z); + + return P; +} + + + +/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds + to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius + + Note that units of H() in the HPG12 paper are meters, not + unitless. The whole falloff/sampling function is therefore + unitless. In this implementation, we factor out (9 / radius). + + Four versions of the falloff function are implemented below +*/ +float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius,in float p_radius, in int tapIndex, in float randomPatternRotationAngle) { + // Offset on the unit disk, spun for this pixel + float ssR; + vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR); + ssR *= ssDiskRadius; + + // The occluding point in camera space + vec3 Q = getOffsetPosition(ssC, unitOffset, ssR); + + vec3 v = Q - C; + + float vv = dot(v, v); + float vn = dot(v, n_C); + + const float epsilon = 0.01; + float radius2 = p_radius*p_radius; + + // A: From the HPG12 paper + // Note large epsilon to avoid overdarkening within cracks + //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6; + + // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended] + float f=max(radius2 - vv, 0.0); + return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); + + // C: Medium contrast (which looks better at high radii), no division. Note that the + // contribution still falls off with radius^2, but we've adjusted the rate in a way that is + // more computationally efficient and happens to be aesthetically pleasing. + // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0); + + // D: Low contrast, no division operation + // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0); +} + + + +void main() { + + + // Pixel being shaded + ivec2 ssC = ivec2(gl_FragCoord.xy); + + // World space point being shaded + vec3 C = getPosition(ssC); + +/* if (C.z <= -camera_z_far*0.999) { + // We're on the skybox + visibility=1.0; + return; + }*/ + + //visibility=-C.z/camera_z_far; + //return; + + //vec3 n_C = texelFetch(source_normal,ssC,0).rgb * 2.0 - 1.0; + + vec3 n_C = reconstructCSFaceNormal(C); + n_C = -n_C; + + + // Hash function used in the HPG12 AlchemyAO paper + float randomPatternRotationAngle = (3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10; + + // Reconstruct normals from positions. These will lead to 1-pixel black lines + // at depth discontinuities, however the blur will wipe those out so they are not visible + // in the final image. + + // Choose the screen-space sample radius + // proportional to the projected area of the sphere + float ssDiskRadius = -proj_scale * radius / C.z; + + float sum = 0.0; + for (int i = 0; i < NUM_SAMPLES; ++i) { + sum += sampleAO(ssC, C, n_C, ssDiskRadius, radius,i, randomPatternRotationAngle); + } + + float A = max(0.0, 1.0 - sum * intensity_div_r6 * (5.0 / NUM_SAMPLES)); + +#ifdef ENABLE_RADIUS2 + + //go again for radius2 + randomPatternRotationAngle = (5 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 11; + + // Reconstruct normals from positions. These will lead to 1-pixel black lines + // at depth discontinuities, however the blur will wipe those out so they are not visible + // in the final image. + + // Choose the screen-space sample radius + // proportional to the projected area of the sphere + ssDiskRadius = -proj_scale * radius2 / C.z; + + sum = 0.0; + for (int i = 0; i < NUM_SAMPLES; ++i) { + sum += sampleAO(ssC, C, n_C, ssDiskRadius,radius2, i, randomPatternRotationAngle); + } + + A= min(A,max(0.0, 1.0 - sum * intensity_div_r62 * (5.0 / NUM_SAMPLES))); +#endif + // Bilateral box-filter over a quad for free, respecting depth edges + // (the difference that this makes is subtle) + if (abs(dFdx(C.z)) < 0.02) { + A -= dFdx(A) * ((ssC.x & 1) - 0.5); + } + if (abs(dFdy(C.z)) < 0.02) { + A -= dFdy(A) * ((ssC.y & 1) - 0.5); + } + + visibility = A; + +} + + + diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl new file mode 100644 index 0000000000..31f3841a2a --- /dev/null +++ b/drivers/gles3/shaders/ssao_blur.glsl @@ -0,0 +1,113 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + + +void main() { + + gl_Position = vertex_attrib; + gl_Position.z=1.0; +} + +[fragment] + + +uniform sampler2D source_ssao; //texunit:0 +uniform sampler2D source_depth; //texunit:1 + + +layout(location = 0) out float visibility; + + +////////////////////////////////////////////////////////////////////////////////////////////// +// Tunable Parameters: + +/** Increase to make depth edges crisper. Decrease to reduce flicker. */ +#define EDGE_SHARPNESS (1.0) + +/** Step in 2-pixel intervals since we already blurred against neighbors in the + first AO pass. This constant can be increased while R decreases to improve + performance at the expense of some dithering artifacts. + + Morgan found that a scale of 3 left a 1-pixel checkerboard grid that was + unobjectionable after shading was applied but eliminated most temporal incoherence + from using small numbers of sample taps. + */ +#define SCALE (3) + +/** Filter radius in pixels. This will be multiplied by SCALE. */ +#define R (4) + + +////////////////////////////////////////////////////////////////////////////////////////////// + + +// Gaussian coefficients +const float gaussian[R + 1] = +// float[](0.356642, 0.239400, 0.072410, 0.009869); +// float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0 + float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0 +// float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0 + +/** (1, 0) or (0, 1)*/ +uniform ivec2 axis; + +uniform float camera_z_far; +uniform float camera_z_near; + +void main() { + + ivec2 ssC = ivec2(gl_FragCoord.xy); + + float depth = texelFetch(source_depth, ssC, 0).r; + + depth = depth * 2.0 - 1.0; + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); + + float depth_divide = 1.0 / camera_z_far; + + depth*=depth_divide; + + //if (depth > camera_z_far*0.999) { + // discard;//skybox + //} + + float sum = texelFetch(source_ssao, ssC, 0).r; + + // Base weight for depth falloff. Increase this for more blurriness, + // decrease it for better edge discrimination + float BASE = gaussian[0]; + float totalWeight = BASE; + sum *= totalWeight; + + + for (int r = -R; r <= R; ++r) { + // We already handled the zero case above. This loop should be unrolled and the static branch optimized out, + // so the IF statement has no runtime cost + if (r != 0) { + + ivec2 ppos = ssC + axis * (r * SCALE); + float value = texelFetch(source_ssao, ppos, 0).r; + float temp_depth = texelFetch(source_depth, ssC, 0).r; + + temp_depth = temp_depth * 2.0 - 1.0; + temp_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - temp_depth * (camera_z_far - camera_z_near)); + temp_depth *= depth_divide; + + // spatial domain: offset gaussian tap + float weight = 0.3 + gaussian[abs(r)]; + + // range domain (the "bilateral" weight). As depth difference increases, decrease weight. + weight *= max(0.0, 1.0 + - (EDGE_SHARPNESS * 2000.0) * abs(temp_depth - depth) + ); + + sum += value * weight; + totalWeight += weight; + } + } + + const float epsilon = 0.0001; + visibility = sum / (totalWeight + epsilon); +} diff --git a/drivers/gles3/shaders/ssao_minify.glsl b/drivers/gles3/shaders/ssao_minify.glsl new file mode 100644 index 0000000000..df9045c28a --- /dev/null +++ b/drivers/gles3/shaders/ssao_minify.glsl @@ -0,0 +1,55 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; + +void main() { + + gl_Position = vertex_attrib; +} + +[fragment] + + +#ifdef MINIFY_START + +#define SDEPTH_TYPE highp sampler2D +uniform float camera_z_far; +uniform float camera_z_near; + +#else + +#define SDEPTH_TYPE mediump usampler2D + +#endif + +uniform SDEPTH_TYPE source_depth; //texunit:0 + +uniform ivec2 from_size; +uniform int source_mipmap; + +layout(location = 0) out mediump uint depth; + +void main() { + + + ivec2 ssP = ivec2(gl_FragCoord.xy); + + // Rotated grid subsampling to avoid XY directional bias or Z precision bias while downsampling. + // On DX9, the bit-and can be implemented with floating-point modulo + +#ifdef MINIFY_START + float fdepth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; + fdepth = fdepth * 2.0 - 1.0; + fdepth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - fdepth * (camera_z_far - camera_z_near)); + fdepth /= camera_z_far; + depth = uint(clamp(fdepth*65535,0.0,65535.0)); + +#else + depth = texelFetch(source_depth, clamp(ssP * 2 + ivec2(ssP.y & 1, ssP.x & 1), ivec2(0), from_size - ivec2(1)), source_mipmap).r; +#endif + + +} + + diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl new file mode 100644 index 0000000000..eb329dbaed --- /dev/null +++ b/drivers/gles3/shaders/subsurf_scattering.glsl @@ -0,0 +1,172 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + +//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this +#define QUALIFIER const + +#ifdef USE_25_SAMPLES + +const int kernel_size=25; +QUALIFIER vec4 kernel[25] = vec4[] ( + vec4(0.530605, 0.613514, 0.739601, 0.0), + vec4(0.000973794, 1.11862e-005, 9.43437e-007, -3.0), + vec4(0.00333804, 7.85443e-005, 1.2945e-005, -2.52083), + vec4(0.00500364, 0.00020094, 5.28848e-005, -2.08333), + vec4(0.00700976, 0.00049366, 0.000151938, -1.6875), + vec4(0.0094389, 0.00139119, 0.000416598, -1.33333), + vec4(0.0128496, 0.00356329, 0.00132016, -1.02083), + vec4(0.017924, 0.00711691, 0.00347194, -0.75), + vec4(0.0263642, 0.0119715, 0.00684598, -0.520833), + vec4(0.0410172, 0.0199899, 0.0118481, -0.333333), + vec4(0.0493588, 0.0367726, 0.0219485, -0.1875), + vec4(0.0402784, 0.0657244, 0.04631, -0.0833333), + vec4(0.0211412, 0.0459286, 0.0378196, -0.0208333), + vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333), + vec4(0.0402784, 0.0657244, 0.04631, 0.0833333), + vec4(0.0493588, 0.0367726, 0.0219485, 0.1875), + vec4(0.0410172, 0.0199899, 0.0118481, 0.333333), + vec4(0.0263642, 0.0119715, 0.00684598, 0.520833), + vec4(0.017924, 0.00711691, 0.00347194, 0.75), + vec4(0.0128496, 0.00356329, 0.00132016, 1.02083), + vec4(0.0094389, 0.00139119, 0.000416598, 1.33333), + vec4(0.00700976, 0.00049366, 0.000151938, 1.6875), + vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333), + vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083), + vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3.0) +); + +#endif //USE_25_SAMPLES + +#ifdef USE_17_SAMPLES + +const int kernel_size=17; + +QUALIFIER vec4 kernel[17] = vec4[]( + vec4(0.536343, 0.624624, 0.748867, 0.0), + vec4(0.00317394, 0.000134823, 3.77269e-005, -2.0), + vec4(0.0100386, 0.000914679, 0.000275702, -1.53125), + vec4(0.0144609, 0.00317269, 0.00106399, -1.125), + vec4(0.0216301, 0.00794618, 0.00376991, -0.78125), + vec4(0.0347317, 0.0151085, 0.00871983, -0.5), + vec4(0.0571056, 0.0287432, 0.0172844, -0.28125), + vec4(0.0582416, 0.0659959, 0.0411329, -0.125), + vec4(0.0324462, 0.0656718, 0.0532821, -0.03125), + vec4(0.0324462, 0.0656718, 0.0532821, 0.03125), + vec4(0.0582416, 0.0659959, 0.0411329, 0.125), + vec4(0.0571056, 0.0287432, 0.0172844, 0.28125), + vec4(0.0347317, 0.0151085, 0.00871983, 0.5), + vec4(0.0216301, 0.00794618, 0.00376991, 0.78125), + vec4(0.0144609, 0.00317269, 0.00106399, 1.125), + vec4(0.0100386, 0.000914679, 0.000275702, 1.53125), + vec4(0.00317394, 0.000134823, 3.77269e-005, 2.0) +); + +#endif //USE_17_SAMPLES + + +#ifdef USE_11_SAMPLES + +const int kernel_size=11; + +QUALIFIER vec4 kernel[11] = vec4[]( + vec4(0.560479, 0.669086, 0.784728, 0.0), + vec4(0.00471691, 0.000184771, 5.07566e-005, -2.0), + vec4(0.0192831, 0.00282018, 0.00084214, -1.28), + vec4(0.03639, 0.0130999, 0.00643685, -0.72), + vec4(0.0821904, 0.0358608, 0.0209261, -0.32), + vec4(0.0771802, 0.113491, 0.0793803, -0.08), + vec4(0.0771802, 0.113491, 0.0793803, 0.08), + vec4(0.0821904, 0.0358608, 0.0209261, 0.32), + vec4(0.03639, 0.0130999, 0.00643685, 0.72), + vec4(0.0192831, 0.00282018, 0.00084214, 1.28), + vec4(0.00471691, 0.000184771, 5.07565e-005, 2.0) +); + +#endif //USE_11_SAMPLES + + +uniform float max_radius; +uniform float fovy; +uniform float camera_z_far; +uniform float camera_z_near; +uniform vec2 dir; +in vec2 uv_interp; + +uniform sampler2D source_diffuse; //texunit:0 +uniform sampler2D source_motion_ss; //texunit:1 +uniform sampler2D source_depth; //texunit:2 + +layout(location = 0) out vec4 frag_color; + +void main() { + + float strength = texture(source_motion_ss,uv_interp).a; + strength*=strength; //stored as sqrt + + // Fetch color of current pixel: + vec4 base_color = texture(source_diffuse, uv_interp); + + if (strength>0.0) { + + + // Fetch linear depth of current pixel: + float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; + depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); + depth=-depth; + + + // Calculate the radius scale (1.0 for a unit plane sitting on the + // projection window): + float distance = 1.0 / tan(0.5 * fovy); + float scale = distance / -depth; //remember depth is negative by default in OpenGL + + // Calculate the final step to fetch the surrounding pixels: + vec2 step = max_radius * scale * dir; + step *= strength; // Modulate it using the alpha channel. + step *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3. + + // Accumulate the center sample: + vec3 color_accum = base_color.rgb; + color_accum *= kernel[0].rgb; + + // Accumulate the other samples: + for (int i = 1; i < kernel_size; i++) { + // Fetch color and depth for current sample: + vec2 offset = uv_interp + kernel[i].a * step; + vec3 color = texture(source_diffuse, offset).rgb; + +#ifdef ENABLE_FOLLOW_SURFACE + // If the difference in depth is huge, we lerp color back to "colorM": + float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0; + depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near)); + depth_cmp=-depth_cmp; + + float s = clamp(300.0f * distance * + max_radius * abs(depth - depth_cmp),0.0,1.0); + color = mix(color, base_color.rgb, s); +#endif + + // Accumulate: + color_accum += kernel[i].rgb * color; + } + + frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO) + } else { + frag_color = base_color; + } +} + diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl new file mode 100644 index 0000000000..8f7e0c7be3 --- /dev/null +++ b/drivers/gles3/shaders/tonemap.glsl @@ -0,0 +1,263 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + + + +void main() { + + gl_Position = vertex_attrib; + uv_interp = uv_in; + +} + +[fragment] + + +in vec2 uv_interp; + +uniform highp sampler2D source; //texunit:0 + +uniform float exposure; +uniform float white; + +#ifdef USE_AUTO_EXPOSURE + +uniform highp sampler2D source_auto_exposure; //texunit:1 +uniform highp float auto_exposure_grey; + +#endif + +#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) + +uniform highp sampler2D source_glow; //texunit:2 +uniform highp float glow_intensity; + +#endif + +layout(location = 0) out vec4 frag_color; + +#ifdef USE_GLOW_FILTER_BICUBIC + +// w0, w1, w2, and w3 are the four cubic B-spline basis functions +float w0(float a) +{ + return (1.0/6.0)*(a*(a*(-a + 3.0) - 3.0) + 1.0); +} + +float w1(float a) +{ + return (1.0/6.0)*(a*a*(3.0*a - 6.0) + 4.0); +} + +float w2(float a) +{ + return (1.0/6.0)*(a*(a*(-3.0*a + 3.0) + 3.0) + 1.0); +} + +float w3(float a) +{ + return (1.0/6.0)*(a*a*a); +} + +// g0 and g1 are the two amplitude functions +float g0(float a) +{ + return w0(a) + w1(a); +} + +float g1(float a) +{ + return w2(a) + w3(a); +} + +// h0 and h1 are the two offset functions +float h0(float a) +{ + return -1.0 + w1(a) / (w0(a) + w1(a)); +} + +float h1(float a) +{ + return 1.0 + w3(a) / (w2(a) + w3(a)); +} + +uniform ivec2 glow_texture_size; + +vec4 texture2D_bicubic(sampler2D tex, vec2 uv,int p_lod) +{ + float lod=float(p_lod); + vec2 tex_size = vec2(glow_texture_size >> p_lod); + vec2 pixel_size =1.0/tex_size; + uv = uv*tex_size + 0.5; + vec2 iuv = floor( uv ); + vec2 fuv = fract( uv ); + + float g0x = g0(fuv.x); + float g1x = g1(fuv.x); + float h0x = h0(fuv.x); + float h1x = h1(fuv.x); + float h0y = h0(fuv.y); + float h1y = h1(fuv.y); + + vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - 0.5) * pixel_size; + vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - 0.5) * pixel_size; + vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - 0.5) * pixel_size; + vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - 0.5) * pixel_size; + + return g0(fuv.y) * (g0x * textureLod(tex, p0,lod) + + g1x * textureLod(tex, p1,lod)) + + g1(fuv.y) * (g0x * textureLod(tex, p2,lod) + + g1x * textureLod(tex, p3,lod)); +} + + + +#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) texture2D_bicubic(m_tex,m_uv,m_lod) + +#else + +#define GLOW_TEXTURE_SAMPLE(m_tex,m_uv,m_lod) textureLod(m_tex,m_uv,float(m_lod)) + +#endif + + +void main() { + + ivec2 coord = ivec2(gl_FragCoord.xy); + vec3 color = texelFetch(source,coord,0).rgb; + + +#ifdef USE_AUTO_EXPOSURE + + color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey; +#endif + + color*=exposure; + + +#if defined(USE_GLOW_LEVEL1) || defined(USE_GLOW_LEVEL2) || defined(USE_GLOW_LEVEL3) || defined(USE_GLOW_LEVEL4) || defined(USE_GLOW_LEVEL5) || defined(USE_GLOW_LEVEL6) || defined(USE_GLOW_LEVEL7) + vec3 glow = vec3(0.0); + +#ifdef USE_GLOW_LEVEL1 + + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,1).rgb; +#endif + +#ifdef USE_GLOW_LEVEL2 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,2).rgb; +#endif + +#ifdef USE_GLOW_LEVEL3 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,3).rgb; +#endif + +#ifdef USE_GLOW_LEVEL4 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,4).rgb; +#endif + +#ifdef USE_GLOW_LEVEL5 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,5).rgb; +#endif + +#ifdef USE_GLOW_LEVEL6 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,6).rgb; +#endif + +#ifdef USE_GLOW_LEVEL7 + glow+=GLOW_TEXTURE_SAMPLE(source_glow,uv_interp,7).rgb; +#endif + + + glow *= glow_intensity; + + + +#ifdef USE_GLOW_REPLACE + + color.rgb = glow; + +#endif + +#ifdef USE_GLOW_SCREEN + + color.rgb = clamp((color.rgb + glow) - (color.rgb * glow), 0.0, 1.0); + +#endif + +#ifdef USE_GLOW_SOFTLIGHT + + { + + glow = (glow * 0.5) + 0.5; + color.r = (glow.r <= 0.5) ? (color.r - (1.0 - 2.0 * glow.r) * color.r * (1.0 - color.r)) : (((glow.r > 0.5) && (color.r <= 0.25)) ? (color.r + (2.0 * glow.r - 1.0) * (4.0 * color.r * (4.0 * color.r + 1.0) * (color.r - 1.0) + 7.0 * color.r)) : (color.r + (2.0 * glow.r - 1.0) * (sqrt(color.r) - color.r))); + color.g = (glow.g <= 0.5) ? (color.g - (1.0 - 2.0 * glow.g) * color.g * (1.0 - color.g)) : (((glow.g > 0.5) && (color.g <= 0.25)) ? (color.g + (2.0 * glow.g - 1.0) * (4.0 * color.g * (4.0 * color.g + 1.0) * (color.g - 1.0) + 7.0 * color.g)) : (color.g + (2.0 * glow.g - 1.0) * (sqrt(color.g) - color.g))); + color.b = (glow.b <= 0.5) ? (color.b - (1.0 - 2.0 * glow.b) * color.b * (1.0 - color.b)) : (((glow.b > 0.5) && (color.b <= 0.25)) ? (color.b + (2.0 * glow.b - 1.0) * (4.0 * color.b * (4.0 * color.b + 1.0) * (color.b - 1.0) + 7.0 * color.b)) : (color.b + (2.0 * glow.b - 1.0) * (sqrt(color.b) - color.b))); + } + +#endif + +#if !defined(USE_GLOW_SCREEN) && !defined(USE_GLOW_SOFTLIGHT) && !defined(USE_GLOW_REPLACE) + color.rgb+=glow; +#endif + + +#endif + + +#ifdef USE_REINDHART_TONEMAPPER + + { + color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb ); + + } +#endif + +#ifdef USE_FILMIC_TONEMAPPER + + { + + float A = 0.15; + float B = 0.50; + float C = 0.10; + float D = 0.20; + float E = 0.02; + float F = 0.30; + float W = 11.2; + + vec3 coltn = ((color.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F; + float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F; + + color.rgb=coltn/whitetn; + + } +#endif + +#ifdef USE_ACES_TONEMAPPER + + { + float a = 2.51f; + float b = 0.03f; + float c = 2.43f; + float d = 0.59f; + float e = 0.14f; + color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0)); + } + +#endif + + //regular Linear -> SRGB conversion + vec3 a = vec3(0.055); + color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); + + + + + frag_color=vec4(color.rgb,1.0); +} + + diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp index 54501566fe..d74a12ba93 100644 --- a/drivers/png/image_loader_png.cpp +++ b/drivers/png/image_loader_png.cpp @@ -114,25 +114,36 @@ Error ImageLoaderPNG::_load_image(void *rf_up,png_rw_ptr p_func,Image *p_image) printf("Color type:%i\n", color); */ + bool update_info=false; + if (depth<8) { //only bit dept 8 per channel is handled png_set_packing(png); + update_info=true; + }; + if (png_get_color_type(png,info)==PNG_COLOR_TYPE_PALETTE) { + png_set_palette_to_rgb(png); + update_info=true; + } + if (depth > 8) { png_set_strip_16(png); - png_read_update_info(png, info); + update_info=true; } if (png_get_valid(png,info,PNG_INFO_tRNS)) { // png_set_expand_gray_1_2_4_to_8(png); png_set_tRNS_to_alpha(png); + update_info=true; + } + + if (update_info) { png_read_update_info(png, info); png_get_IHDR(png, info, &width, &height, &depth, &color, NULL, NULL, NULL); } - int palette_colors = 0; - int palette_components = 0; int components = 0; Image::Format fmt; @@ -141,38 +152,24 @@ Error ImageLoaderPNG::_load_image(void *rf_up,png_rw_ptr p_func,Image *p_image) case PNG_COLOR_TYPE_GRAY: { - fmt=Image::FORMAT_GRAYSCALE; + fmt=Image::FORMAT_L8; components=1; } break; case PNG_COLOR_TYPE_GRAY_ALPHA: { - fmt=Image::FORMAT_GRAYSCALE_ALPHA; + fmt=Image::FORMAT_LA8; components=2; } break; case PNG_COLOR_TYPE_RGB: { - fmt=Image::FORMAT_RGB; + fmt=Image::FORMAT_RGB8; components=3; } break; case PNG_COLOR_TYPE_RGB_ALPHA: { - fmt=Image::FORMAT_RGBA; + fmt=Image::FORMAT_RGBA8; components=4; - } break; - case PNG_COLOR_TYPE_PALETTE: { - - int ntrans = 0; - png_get_tRNS(png, info, NULL, &ntrans, NULL); - //printf("transparent colors %i\n", ntrans); - - fmt = ntrans > 0 ? Image::FORMAT_INDEXED_ALPHA : Image::FORMAT_INDEXED; - palette_components = ntrans > 0 ? 4 : 3; - components = 1; - - png_colorp colors; - png_get_PLTE(png, info, &colors, &palette_colors); - - } break; + } break; default: { ERR_PRINT("INVALID PNG TYPE"); @@ -186,7 +183,7 @@ Error ImageLoaderPNG::_load_image(void *rf_up,png_rw_ptr p_func,Image *p_image) DVector<uint8_t> dstbuff; - dstbuff.resize( rowsize * height + palette_components * 256 ); // alloc the entire palette? - yes always + dstbuff.resize( rowsize * height ); DVector<uint8_t>::Write dstbuff_write = dstbuff.write(); @@ -200,38 +197,6 @@ Error ImageLoaderPNG::_load_image(void *rf_up,png_rw_ptr p_func,Image *p_image) png_read_image(png, (png_bytep*)row_p); - if (palette_colors) { - - uint8_t *r_pal = &data[components*width*height]; // end of the array - png_colorp colors; - int num; - png_get_PLTE(png, info, &colors, &num); - - int ofs = 0; - for (int i=0; i < palette_colors; i++) { - - r_pal[ofs + 0] = colors[i].red; - r_pal[ofs + 1] = colors[i].green; - r_pal[ofs + 2] = colors[i].blue; - if (palette_components == 4) { - r_pal[ofs + 3] = 255; - }; - ofs += palette_components; - }; - - if (fmt == Image::FORMAT_INDEXED_ALPHA) { - png_color_16p alphas; - png_bytep alpha_idx; - int count; - png_get_tRNS(png, info, &alpha_idx, &count, &alphas); - for (int i=0; i<count; i++) { - - //printf("%i: loading alpha fron transparent color %i, values %i, %i, %i, %i, %i\n", i, (int)alpha_idx[i], (int)alphas[i].index, (int)alphas[i].red, (int)alphas[i].green, (int)alphas[i].blue, (int)alphas[i].gray); - //r_pal[alpha_idx[i]] = alphas[i].gray >> 8; - r_pal[i*4+3] = alpha_idx[i]; - }; - }; - }; memdelete_arr( row_p ); @@ -325,11 +290,11 @@ static DVector<uint8_t> _lossless_pack_png(const Image& p_image) { Image img = p_image; - if (img.get_format() > Image::FORMAT_INDEXED_ALPHA) + if (img.is_compressed()) img.decompress(); - ERR_FAIL_COND_V(img.get_format() > Image::FORMAT_INDEXED_ALPHA, DVector<uint8_t>()); + ERR_FAIL_COND_V(img.is_compressed(), DVector<uint8_t>()); png_structp png_ptr; png_infop info_ptr; @@ -366,22 +331,22 @@ static DVector<uint8_t> _lossless_pack_png(const Image& p_image) { switch(img.get_format()) { - case Image::FORMAT_GRAYSCALE: { + case Image::FORMAT_L8: { pngf=PNG_COLOR_TYPE_GRAY; cs=1; } break; - case Image::FORMAT_GRAYSCALE_ALPHA: { + case Image::FORMAT_LA8: { pngf=PNG_COLOR_TYPE_GRAY_ALPHA; cs=2; } break; - case Image::FORMAT_RGB: { + case Image::FORMAT_RGB8: { pngf=PNG_COLOR_TYPE_RGB; cs=3; } break; - case Image::FORMAT_RGBA: { + case Image::FORMAT_RGBA8: { pngf=PNG_COLOR_TYPE_RGB_ALPHA; cs=4; @@ -390,12 +355,12 @@ static DVector<uint8_t> _lossless_pack_png(const Image& p_image) { if (img.detect_alpha()) { - img.convert(Image::FORMAT_RGBA); + img.convert(Image::FORMAT_RGBA8); pngf=PNG_COLOR_TYPE_RGB_ALPHA; cs=4; } else { - img.convert(Image::FORMAT_RGB); + img.convert(Image::FORMAT_RGB8); pngf=PNG_COLOR_TYPE_RGB; cs=3; } diff --git a/drivers/png/resource_saver_png.cpp b/drivers/png/resource_saver_png.cpp index cb508f703c..97c74aa7c9 100644 --- a/drivers/png/resource_saver_png.cpp +++ b/drivers/png/resource_saver_png.cpp @@ -98,10 +98,10 @@ Error ResourceSaverPNG::save(const String &p_path,const RES& p_resource,uint32_t Error ResourceSaverPNG::save_image(const String &p_path, Image &p_img) { - if (p_img.get_format() > Image::FORMAT_INDEXED_ALPHA) + if (p_img.is_compressed()) p_img.decompress(); - ERR_FAIL_COND_V(p_img.get_format() > Image::FORMAT_INDEXED_ALPHA, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(p_img.is_compressed(), ERR_INVALID_PARAMETER); png_structp png_ptr; png_infop info_ptr; @@ -140,22 +140,22 @@ Error ResourceSaverPNG::save_image(const String &p_path, Image &p_img) { switch(p_img.get_format()) { - case Image::FORMAT_GRAYSCALE: { + case Image::FORMAT_L8: { pngf=PNG_COLOR_TYPE_GRAY; cs=1; } break; - case Image::FORMAT_GRAYSCALE_ALPHA: { + case Image::FORMAT_LA8: { pngf=PNG_COLOR_TYPE_GRAY_ALPHA; cs=2; } break; - case Image::FORMAT_RGB: { + case Image::FORMAT_RGB8: { pngf=PNG_COLOR_TYPE_RGB; cs=3; } break; - case Image::FORMAT_RGBA: { + case Image::FORMAT_RGBA8: { pngf=PNG_COLOR_TYPE_RGB_ALPHA; cs=4; @@ -164,12 +164,12 @@ Error ResourceSaverPNG::save_image(const String &p_path, Image &p_img) { if (p_img.detect_alpha()) { - p_img.convert(Image::FORMAT_RGBA); + p_img.convert(Image::FORMAT_RGBA8); pngf=PNG_COLOR_TYPE_RGB_ALPHA; cs=4; } else { - p_img.convert(Image::FORMAT_RGB); + p_img.convert(Image::FORMAT_RGB8); pngf=PNG_COLOR_TYPE_RGB; cs=3; } diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp index 7ac4b9d6ac..89fd108476 100644 --- a/drivers/unix/os_unix.cpp +++ b/drivers/unix/os_unix.cpp @@ -88,6 +88,10 @@ void OS_Unix::print_error(const char* p_function,const char* p_file,int p_line,c print("\E[1;35mSCRIPT ERROR: %s: \E[0m\E[1m%s\n",p_function,err_details); print("\E[0;35m At: %s:%i.\E[0m\n",p_file,p_line); break; + case ERR_SHADER: + print("\E[1;36mSHADER ERROR: %s: \E[0m\E[1m%s\n",p_function,err_details); + print("\E[0;36m At: %s:%i.\E[0m\n",p_file,p_line); + break; } } |