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authorJuan Linietsky2014-02-09 22:10:30 -0300
committerJuan Linietsky2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /platform/iphone/rasterizer_iphone.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
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Diffstat (limited to 'platform/iphone/rasterizer_iphone.cpp')
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diff --git a/platform/iphone/rasterizer_iphone.cpp b/platform/iphone/rasterizer_iphone.cpp
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+/*************************************************************************/
+/* rasterizer_iphone.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 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. */
+/*************************************************************************/
+#ifdef IPHONE_ENABLED
+
+#include "rasterizer_iphone.h"
+#include "os/os.h"
+#include "globals.h"
+#include <stdio.h>
+
+_FORCE_INLINE_ static void _gl_load_transform(const Transform& tr) {
+
+ 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
+ };
+
+ glLoadMatrixf(matrix);
+};
+
+_FORCE_INLINE_ static void _gl_mult_transform(const Transform& tr) {
+
+ 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
+ };
+
+ glMultMatrixf(matrix);
+};
+
+static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
+
+static void _draw_primitive(int p_points, const float *p_vertices, const float *p_normals, const float* p_colors, const float *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1) {
+
+ ERR_FAIL_COND(!p_vertices);
+ ERR_FAIL_COND(p_points <1 || p_points>4);
+
+ GLenum type = prim_type[p_points - 1];
+
+
+ if (!p_colors) {
+ glColor4f(1, 1, 1, 1);
+ };
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)p_vertices);
+
+ if (p_normals) {
+
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glNormalPointer(GL_FLOAT, 0, (GLvoid*)p_normals);
+ };
+
+ if (p_colors) {
+ glEnableClientState(GL_COLOR_ARRAY);
+ glColorPointer(4,GL_FLOAT, 0, p_colors);
+ };
+
+ if (p_uvs) {
+
+ glClientActiveTexture(GL_TEXTURE0);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 0, p_uvs);
+ };
+
+ glDrawArrays( type, 0, p_points);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+};
+
+
+/* TEXTURE API */
+
+static Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache) {
+
+ r_has_alpha_cache=false;
+ Image image=p_image;
+
+ switch(p_format) {
+
+ case Image::FORMAT_GRAYSCALE: {
+ r_gl_components=1;
+ r_gl_format=GL_LUMINANCE;
+
+ } break;
+ case Image::FORMAT_INTENSITY: {
+
+ image.convert(Image::FORMAT_RGBA);
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ } break;
+ case Image::FORMAT_GRAYSCALE_ALPHA: {
+
+ image.convert(Image::FORMAT_RGBA);
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ } break;
+
+ case Image::FORMAT_INDEXED: {
+
+ image.convert(Image::FORMAT_RGB);
+ r_gl_components=3;
+ r_gl_format=GL_RGB;
+
+ } break;
+
+ case Image::FORMAT_INDEXED_ALPHA: {
+
+ image.convert(Image::FORMAT_RGBA);
+ r_gl_components=4;
+ r_gl_format=GL_RGB;
+ r_has_alpha_cache=true;
+
+ } break;
+ case Image::FORMAT_RGB: {
+
+ r_gl_components=3; r_gl_format=GL_RGB;
+ } break;
+ case Image::FORMAT_RGBA: {
+
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ } break;
+ default: {
+
+ ERR_FAIL_V(Image());
+ }
+ }
+
+ return image;
+}
+
+RID RasterizerIPhone::texture_create() {
+
+ Texture *texture = memnew(Texture);
+ ERR_FAIL_COND_V(!texture,RID());
+ glGenTextures(1, &texture->tex_id);
+ texture->active=false;
+
+ return texture_owner.make_rid( texture );
+
+}
+
+void RasterizerIPhone::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {
+
+ bool has_alpha_cache;
+ int components;
+ GLenum format;
+
+ 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->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
+ texture->target = GL_TEXTURE_2D;
+
+ _get_gl_image_and_format(Image(),texture->format,texture->flags,format,components,has_alpha_cache);
+
+ texture->gl_components_cache=components;
+ texture->gl_format_cache=format;
+ texture->format_has_alpha=has_alpha_cache;
+ texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
+
+ glBindTexture(texture->target, texture->tex_id);
+
+ if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) {
+ glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE );
+ }
+
+
+ if (texture->target==GL_TEXTURE_2D) {
+ glTexImage2D(texture->target, 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
+ }
+
+ /*
+ else {
+ //cubemappor
+ for (int i=0;i<6;i++)
+ glTexImage2D(_cube_side_enum[i], 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
+ }
+ */
+
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
+
+ if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
+
+ glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
+ if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) {
+ //glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
+ };
+ }
+
+
+
+ if (texture->flags&VS::TEXTURE_FLAG_REPEAT /* && texture->target != GL_TEXTURE_CUBE_MAP*/) {
+
+ 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 );
+ }
+
+ texture->active=true;
+}
+
+void RasterizerIPhone::texture_blit_rect(RID p_texture,int p_x,int p_y, 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->format != p_image.get_format() );
+
+ int components;
+ GLenum format;
+ bool alpha;
+
+ Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,components,alpha);
+
+ if (img.detect_alpha())
+ texture->has_alpha=true;
+
+ GLenum blit_target = GL_TEXTURE_2D; //(texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
+
+ DVector<uint8_t>::Read read = img.get_data().read();
+
+ glBindTexture(texture->target, texture->tex_id);
+ glTexSubImage2D( blit_target, 0, p_x,p_y,img.get_width(),img.get_height(),format,GL_UNSIGNED_BYTE,read.ptr() );
+
+ //glGenerateMipmap( texture->target );
+}
+
+Image RasterizerIPhone::texture_get_rect(RID p_texture,int p_x,int p_y,int p_width, int p_height,VS::CubeMapSide p_cube_side) const {
+
+
+ return Image();
+}
+void RasterizerIPhone::texture_set_flags(RID p_texture,uint32_t p_flags) {
+
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+
+ 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->target != GL_TEXTURE_CUBE_MAP*/) {
+
+ 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 (texture->flags&VS::TEXTURE_FLAG_FILTER) {
+
+ glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
+ if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
+
+ } else {
+
+ glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // nearest
+ }
+}
+uint32_t RasterizerIPhone::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 RasterizerIPhone::texture_get_format(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE);
+
+ return texture->format;
+}
+uint32_t RasterizerIPhone::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 RasterizerIPhone::texture_get_height(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->height;
+}
+
+bool RasterizerIPhone::texture_has_alpha(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->has_alpha;
+
+}
+
+/* SHADER API */
+
+RID RasterizerIPhone::shader_create() {
+
+ return RID();
+}
+
+void RasterizerIPhone::shader_node_add(RID p_shader,VS::ShaderNodeType p_type,int p_id) {
+
+
+}
+void RasterizerIPhone::shader_node_remove(RID p_shader,int p_id) {
+
+
+}
+void RasterizerIPhone::shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type) {
+
+
+}
+void RasterizerIPhone::shader_node_set_param(RID p_shader, int p_id, const Variant& p_value) {
+
+
+}
+
+void RasterizerIPhone::shader_get_node_list(RID p_shader,List<int> *p_node_list) const {
+
+
+}
+VS::ShaderNodeType RasterizerIPhone::shader_node_get_type(RID p_shader,int p_id) const {
+
+
+ return VS::NODE_ADD;
+}
+Variant RasterizerIPhone::shader_node_get_param(RID p_shader,int p_id) const {
+
+ return Variant();
+}
+
+void RasterizerIPhone::shader_connect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+
+
+}
+bool RasterizerIPhone::shader_is_connected(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {
+
+ return false;
+}
+
+void RasterizerIPhone::shader_disconnect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
+
+
+}
+
+void RasterizerIPhone::shader_get_connections(RID p_shader,List<VS::ShaderConnection> *p_connections) const {
+
+
+}
+
+void RasterizerIPhone::shader_clear(RID p_shader) {
+
+
+}
+
+/* COMMON MATERIAL API */
+
+void RasterizerIPhone::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {
+
+
+}
+Variant RasterizerIPhone::material_get_param(RID p_material, const StringName& p_param) const {
+
+ return Variant();
+}
+void RasterizerIPhone::material_get_param_list(RID p_material, List<String> *p_param_list) const {
+
+
+}
+
+void RasterizerIPhone::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {
+
+
+}
+bool RasterizerIPhone::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {
+
+ return false;
+}
+
+void RasterizerIPhone::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
+
+
+}
+VS::MaterialBlendMode RasterizerIPhone::material_get_blend_mode(RID p_material) const {
+
+ return VS::MATERIAL_BLEND_MODE_ADD;
+}
+
+void RasterizerIPhone::material_set_line_width(RID p_material,float p_line_width) {
+
+
+}
+float RasterizerIPhone::material_get_line_width(RID p_material) const {
+
+ return 0;
+}
+
+/* FIXED MATERIAL */
+
+RID RasterizerIPhone::material_create() {
+
+ return material_owner.make_rid( memnew( Material ) );
+}
+
+void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+ ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
+
+ m->parameters[p_parameter] = p_value;
+}
+Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, Variant());
+ ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
+
+ return m->parameters[p_parameter];
+}
+
+void RasterizerIPhone::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+ ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
+
+ m->textures[p_parameter] = p_texture;
+}
+RID RasterizerIPhone::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, RID());
+ ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
+
+ return m->textures[p_parameter];
+}
+
+void RasterizerIPhone::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+
+ m->detail_blend_mode = p_mode;
+}
+VS::MaterialBlendMode RasterizerIPhone::fixed_material_get_detail_blend_mode(RID p_material) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);
+
+ return m->detail_blend_mode;
+}
+
+void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+ ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
+
+ m->texcoord_mode[p_parameter] = p_mode;
+}
+VS::FixedMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_TEXGEN);
+ ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV);
+
+ return m->texcoord_mode[p_parameter]; // for now
+}
+
+void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+
+ m->texgen_mode = p_mode;
+};
+
+VS::FixedMaterialTexGenMode RasterizerIPhone::fixed_material_get_texgen_mode(RID p_material) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXGEN_SPHERE);
+
+ return m->texgen_mode;
+};
+
+
+void RasterizerIPhone::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+
+ m->uv_transform = p_transform;
+}
+Transform RasterizerIPhone::fixed_material_get_uv_transform(RID p_material) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, Transform());
+
+ return m->uv_transform;
+}
+
+/* SHADER MATERIAL */
+
+RID RasterizerIPhone::shader_material_create() const {
+
+ return RID();
+}
+
+void RasterizerIPhone::shader_material_set_vertex_shader(RID p_material,RID p_shader,bool p_owned) {
+
+
+}
+RID RasterizerIPhone::shader_material_get_vertex_shader(RID p_material) const {
+
+ return RID();
+}
+
+void RasterizerIPhone::shader_material_set_fragment_shader(RID p_material,RID p_shader,bool p_owned) {
+
+
+}
+RID RasterizerIPhone::shader_material_get_fragment_shader(RID p_material) const {
+
+ return RID();
+}
+
+
+/* MESH API */
+
+RID RasterizerIPhone::mesh_create() {
+
+
+ return mesh_owner.make_rid( memnew( Mesh ) );
+}
+
+void RasterizerIPhone::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,uint32_t p_format,int p_array_len,int p_index_array_len) {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND((p_format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
+ ERR_FAIL_COND( p_array_len<=0 );
+ ERR_FAIL_COND( p_index_array_len==0 );
+ ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
+
+ Surface *surface = memnew( Surface );
+ ERR_FAIL_COND( !surface );
+
+ int total_elem_size=0;
+
+ bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
+ if (p_format&VS::ARRAY_FORMAT_WEIGHTS) {
+
+ use_VBO=false;
+ }
+
+
+ for (int i=0;i<VS::ARRAY_MAX;i++) {
+
+
+ Surface::ArrayData&ad=surface->array[i];
+ ad.size=0;
+ ad.configured=false;
+ ad.ofs=0;
+ int elem_size=0;
+ int elem_count=0;
+
+ if (!(p_format&(1<<i))) // no array
+ continue;
+
+
+ switch(i) {
+
+ case VS::ARRAY_VERTEX:
+ case VS::ARRAY_NORMAL: {
+
+ elem_size=3*sizeof(GLfloat); // vertex
+ elem_count=3;
+ } break;
+ case VS::ARRAY_TANGENT: {
+ elem_size=4*sizeof(GLfloat); // vertex
+ elem_count=4;
+
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ elem_size=4; /* RGBA */
+ elem_count=4;
+ } break;
+ case VS::ARRAY_TEX_UV: {
+ elem_size=2*sizeof(GLfloat);
+ elem_count=2;
+
+ } break;
+ case VS::ARRAY_WEIGHTS:
+ case VS::ARRAY_BONES: {
+
+ elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
+ elem_count=VS::ARRAY_WEIGHTS_SIZE;
+
+ } break;
+ case VS::ARRAY_INDEX: {
+
+ if (p_index_array_len<=0) {
+ ERR_PRINT("p_index_array_len==NO_INDEX_ARRAY");
+ break;
+ }
+ /* determine wether using 8 or 16 bits indices */
+ if (p_index_array_len>(1<<8)) {
+
+ elem_size=2;
+ } else {
+ elem_size=1;
+ }
+
+ if (use_VBO) {
+
+ glGenBuffers(1,&surface->index_id);
+ ERR_FAIL_COND(surface->index_id==0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,p_index_array_len*elem_size,NULL,GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
+ } else {
+ surface->index_array_local = (uint8_t*)memalloc(p_index_array_len*elem_size);
+ };
+
+ surface->index_array_len=p_index_array_len; // only way it can exist
+ ad.ofs=0;
+ ad.size=elem_size;
+ ad.configured=false;
+ ad.components=1;
+
+ continue;
+ } break;
+ default: {
+ ERR_FAIL( );
+ }
+ }
+
+ ad.ofs=total_elem_size;
+ ad.size=elem_size;
+ ad.components=elem_count;
+ total_elem_size+=elem_size;
+ ad.configured=false;
+ }
+
+ surface->stride=total_elem_size;
+ surface->array_len=p_array_len;
+ surface->format=p_format;
+ surface->primitive=p_primitive;
+
+
+ /* bind the bigass buffers */
+ if (use_VBO) {
+
+ glGenBuffers(1,&surface->vertex_id);
+ ERR_FAIL_COND(surface->vertex_id==0);
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,NULL,GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+ } else {
+ surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
+ };
+
+ mesh->surfaces.push_back(surface);
+}
+
+Error RasterizerIPhone::mesh_surface_set_array(RID p_mesh, int p_surface,VS::ArrayType p_type,const Variant& p_array) {
+
+ ERR_FAIL_INDEX_V(p_type, VS::ARRAY_MAX, ERR_INVALID_PARAMETER );
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,ERR_INVALID_PARAMETER);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), ERR_INVALID_PARAMETER );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, ERR_INVALID_PARAMETER );
+
+ ERR_FAIL_COND_V( surface->array[p_type].size==0, ERR_INVALID_PARAMETER );
+
+ Surface::ArrayData &a=surface->array[p_type];
+
+ switch(p_type) {
+
+ case VS::ARRAY_INDEX: {
+ ERR_FAIL_COND_V( surface->index_array_len<=0, ERR_INVALID_DATA );
+ ERR_FAIL_COND_V( p_array.get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<int> indices = p_array;
+ ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
+ ERR_FAIL_COND_V( indices.size() != surface->index_array_len, ERR_INVALID_PARAMETER );
+
+ /* determine wether using 16 or 32 bits indices */
+
+ if (surface->index_array_local == 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
+ };
+
+ DVector<int>::Read read = indices.read();
+ const int *src=read.ptr();
+
+ for (int i=0;i<surface->index_array_len;i++) {
+
+ if (surface->index_array_local) {
+
+ if (a.size<=(1<<8)) {
+ uint8_t v=src[i];
+
+ copymem(&surface->array_local[i*a.size], &v, a.size);
+ } else {
+ uint16_t v=src[i];
+
+ copymem(&surface->array_local[i*a.size], &v, a.size);
+ }
+
+ } else {
+ if (a.size<=(1<<8)) {
+ uint8_t v=src[i];
+
+ glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, i*a.size, a.size, &v );
+ } else {
+ uint16_t v=src[i];
+
+ glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, i*a.size, a.size, &v );
+
+ }
+ };
+ }
+ if (surface->index_array_local == 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ };
+ a.configured=true;
+ return OK;
+ } break;
+ case VS::ARRAY_VERTEX:
+ case VS::ARRAY_NORMAL: {
+
+ ERR_FAIL_COND_V( p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
+
+
+ DVector<Vector3> array = p_array;
+ ERR_FAIL_COND_V( array.size() != surface->array_len, ERR_INVALID_PARAMETER );
+
+ if (surface->array_local == 0) {
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+ };
+
+ DVector<Vector3>::Read read = array.read();
+ const Vector3* src=read.ptr();
+
+ // setting vertices means regenerating the AABB
+ if (p_type==VS::ARRAY_VERTEX)
+ surface->aabb=AABB();
+
+ for (int i=0;i<surface->array_len;i++) {
+
+
+ GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
+
+ if (surface->array_local == 0) {
+ glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , vector );
+ } else {
+ copymem(&surface->array_local[a.ofs+i*surface->stride], vector, a.size);
+ }
+
+ if (p_type==VS::ARRAY_VERTEX) {
+
+ if (i==0) {
+
+ surface->aabb=AABB(src[i],Vector3());
+ } else {
+
+ surface->aabb.expand_to( src[i] );
+ }
+ }
+ }
+
+ if (surface->array_local == 0) {
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ };
+
+ } break;
+ case VS::ARRAY_TANGENT: {
+
+ ERR_FAIL_COND_V( p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<real_t> array = p_array;
+
+ ERR_FAIL_COND_V( array.size() != surface->array_len*4, ERR_INVALID_PARAMETER );
+
+ if (surface->array_local == 0) {
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+ };
+
+
+ DVector<real_t>::Read read = array.read();
+ const real_t* src = read.ptr();
+
+ for (int i=0;i<surface->array_len;i++) {
+
+ GLfloat xyzw[4]={
+ src[i*4+0],
+ src[i*4+1],
+ src[i*4+2],
+ src[i*4+3]
+ };
+
+ if (surface->array_local == 0) {
+
+ glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , xyzw );
+ } else {
+
+ copymem(&surface->array_local[a.ofs+i*surface->stride], xyzw, a.size);
+ };
+
+ }
+
+ if (surface->array_local == 0) {
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ };
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ ERR_FAIL_COND_V( p_array.get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
+
+
+ DVector<Color> array = p_array;
+
+ ERR_FAIL_COND_V( array.size() != surface->array_len, ERR_INVALID_PARAMETER );
+
+ if (surface->array_local == 0)
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+
+
+ DVector<Color>::Read read = array.read();
+ const Color* src = read.ptr();
+ surface->has_alpha_cache=false;
+
+ for (int i=0;i<surface->array_len;i++) {
+
+ if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
+ surface->has_alpha_cache=true;
+ uint8_t colors[4]={ src[i].r * 255.0 , src[i].g * 255.0, src[i].b * 255.0, src[i].a * 255.0 };
+ // I'm not sure if this is correct, endianness-wise, i should re-check the GL spec
+
+ if (surface->array_local == 0)
+ glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , colors );
+ else
+ copymem(&surface->array_local[a.ofs+i*surface->stride], colors, a.size);
+
+ }
+
+ if (surface->array_local == 0)
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+
+ } break;
+ case VS::ARRAY_TEX_UV: {
+
+ ERR_FAIL_COND_V( p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<Vector3> array = p_array;
+
+ ERR_FAIL_COND_V( array.size() != surface->array_len , ERR_INVALID_PARAMETER);
+
+ if (surface->array_local == 0)
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+
+ DVector<Vector3>::Read read = array.read();
+
+ const Vector3 * src=read.ptr();
+
+ for (int i=0;i<surface->array_len;i++) {
+
+ GLfloat uv[2]={ src[i].x , src[i].y };
+
+ if (surface->array_local == 0)
+ glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , uv );
+ else
+ copymem(&surface->array_local[a.ofs+i*surface->stride], uv, a.size);
+
+ }
+
+ if (surface->array_local == 0)
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+ } break;
+ case VS::ARRAY_BONES:
+ case VS::ARRAY_WEIGHTS: {
+
+
+ ERR_FAIL_COND_V( p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<real_t> array = p_array;
+
+ ERR_FAIL_COND_V( array.size() != surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
+
+ if (surface->array_local == 0)
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+
+ DVector<real_t>::Read read = array.read();
+
+ const real_t * src = read.ptr();
+
+ for (int i=0;i<surface->array_len;i++) {
+
+ GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
+ for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++)
+ data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
+
+ if (surface->array_local == 0)
+ glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , data );
+ else
+ copymem(&surface->array_local[a.ofs+i*surface->stride], data, a.size);
+
+
+ }
+
+ if (surface->array_local == 0)
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ } break;
+ default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
+ }
+
+ a.configured=true;
+
+ return OK;
+}
+Variant RasterizerIPhone::mesh_surface_get_array(RID p_mesh, int p_surface,VS::ArrayType p_type) const {
+
+ return Variant();
+}
+
+void RasterizerIPhone::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND( !surface);
+
+ if (surface->material_owned && surface->material.is_valid())
+ free(surface->material);
+
+ surface->material_owned=p_owned;
+
+ surface->material=p_material;
+}
+
+RID RasterizerIPhone::mesh_surface_get_material(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,RID());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, RID() );
+
+ return surface->material;
+}
+
+int RasterizerIPhone::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,-1);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, -1 );
+
+ return surface->array_len;
+}
+int RasterizerIPhone::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,-1);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, -1 );
+
+ return surface->index_array_len;
+}
+uint32_t RasterizerIPhone::mesh_surface_get_format(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,0);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, 0 );
+
+ return surface->format;
+}
+VS::PrimitiveType RasterizerIPhone::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS );
+
+ return surface->primitive;
+}
+
+void RasterizerIPhone::mesh_erase_surface(RID p_mesh,int p_index) {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_index, mesh->surfaces.size() );
+ Surface *surface = mesh->surfaces[p_index];
+ ERR_FAIL_COND( !surface);
+
+ memdelete( mesh->surfaces[p_index] );
+ mesh->surfaces.remove(p_index);
+
+}
+int RasterizerIPhone::mesh_get_surface_count(RID p_mesh) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,-1);
+
+ return mesh->surfaces.size();
+}
+
+AABB RasterizerIPhone::mesh_get_aabb(RID p_mesh) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,AABB());
+
+ AABB aabb;
+
+ for (int i=0;i<mesh->surfaces.size();i++) {
+
+ if (i==0)
+ aabb=mesh->surfaces[i]->aabb;
+ else
+ aabb.merge_with(mesh->surfaces[i]->aabb);
+ }
+
+ return aabb;
+}
+
+/* MULTIMESH API */
+
+RID RasterizerIPhone::multimesh_create() {
+
+ return RID();
+}
+
+void RasterizerIPhone::multimesh_set_instance_count(RID p_multimesh,int p_count) {
+
+
+}
+int RasterizerIPhone::multimesh_get_instance_count(RID p_multimesh) const {
+
+ return 0;
+}
+
+void RasterizerIPhone::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {
+
+
+}
+void RasterizerIPhone::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {
+
+
+}
+void RasterizerIPhone::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {
+
+
+}
+void RasterizerIPhone::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {
+
+
+}
+
+RID RasterizerIPhone::multimesh_get_mesh(RID p_multimesh) const {
+
+ return RID();
+}
+AABB RasterizerIPhone::multimesh_get_aabb(RID p_multimesh) const {
+
+ return AABB();
+}
+
+Transform RasterizerIPhone::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {
+
+ return Transform();
+}
+Color RasterizerIPhone::multimesh_instance_get_color(RID p_multimesh,int p_index) const {
+
+ return Color();
+}
+
+/* POLY API */
+
+RID RasterizerIPhone::poly_create() {
+
+ return RID();
+}
+void RasterizerIPhone::poly_set_material(RID p_poly, RID p_material,bool p_owned) {
+
+
+}
+void RasterizerIPhone::poly_add_primitive(RID p_poly, const Vector<Vector3>& p_points,const Vector<Vector3>& p_normals,const Vector<Color>& p_colors,const Vector<Vector3>& p_uvs) {
+
+
+}
+void RasterizerIPhone::poly_clear(RID p_poly) {
+
+
+}
+
+AABB RasterizerIPhone::poly_get_aabb(RID p_poly) const {
+
+ return AABB();
+}
+
+
+/* PARTICLES API */
+
+RID RasterizerIPhone::particles_create() {
+
+ return RID();
+}
+
+void RasterizerIPhone::particles_set_amount(RID p_particles, int p_amount) {
+
+
+}
+int RasterizerIPhone::particles_get_amount(RID p_particles) const {
+
+ return 0;
+}
+
+void RasterizerIPhone::particles_set_emitting(RID p_particles, bool p_emitting) {
+
+
+}
+
+bool RasterizerIPhone::particles_is_emitting(RID p_particles) const {
+
+ return false;
+}
+
+void RasterizerIPhone::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {
+
+
+}
+AABB RasterizerIPhone::particles_get_visibility_aabb(RID p_particles) const {
+
+ return AABB();
+}
+
+void RasterizerIPhone::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {
+
+
+}
+Vector3 RasterizerIPhone::particles_get_emission_half_extents(RID p_particles) const {
+
+ return Vector3();
+}
+
+void RasterizerIPhone::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {
+
+
+}
+Vector3 RasterizerIPhone::particles_get_gravity_normal(RID p_particles) const {
+
+ return Vector3();
+}
+
+void RasterizerIPhone::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {
+
+
+}
+float RasterizerIPhone::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
+
+ return 0;
+}
+
+void RasterizerIPhone::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {
+
+
+}
+float RasterizerIPhone::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
+
+ return 0;
+}
+
+void RasterizerIPhone::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
+
+
+}
+float RasterizerIPhone::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
+
+ return 0;
+}
+
+void RasterizerIPhone::particles_set_color_phases(RID p_particles, int p_phases) {
+
+
+}
+int RasterizerIPhone::particles_get_color_phases(RID p_particles) const {
+
+ return 0;
+}
+
+void RasterizerIPhone::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {
+
+
+}
+Color RasterizerIPhone::particles_get_color_phase_color(RID p_particles, int p_phase) const {
+
+ return Color();
+}
+
+void RasterizerIPhone::particles_set_attractors(RID p_particles, int p_attractors) {
+
+
+}
+int RasterizerIPhone::particles_get_attractors(RID p_particles) const {
+
+ return 0;
+}
+
+void RasterizerIPhone::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {
+
+
+}
+Vector3 RasterizerIPhone::particles_get_attractor_pos(RID p_particles,int p_attractor) const {
+
+ return Vector3();
+}
+
+void RasterizerIPhone::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
+
+
+}
+float RasterizerIPhone::particles_get_attractor_strength(RID p_particles,int p_attractor) const {
+
+ return 0;
+}
+
+void RasterizerIPhone::particles_set_material(RID p_particles, RID p_material,bool p_owned) {
+
+
+}
+
+RID RasterizerIPhone::particles_get_material(RID p_particles) const {
+
+ return RID();
+}
+
+AABB RasterizerIPhone::particles_get_aabb(RID p_particles) const {
+
+ return AABB();
+}
+/* BEAM API */
+
+RID RasterizerIPhone::beam_create() {
+
+ return RID();
+}
+
+void RasterizerIPhone::beam_set_point_count(RID p_beam, int p_count) {
+
+
+}
+int RasterizerIPhone::beam_get_point_count(RID p_beam) const {
+
+ return 0;
+}
+void RasterizerIPhone::beam_clear(RID p_beam) {
+
+
+}
+
+void RasterizerIPhone::beam_set_point(RID p_beam,int p_point,Vector3& p_pos) {
+
+
+}
+Vector3 RasterizerIPhone::beam_get_point(RID p_beam,int p_point) const {
+
+ return Vector3();
+}
+
+void RasterizerIPhone::beam_set_primitive(RID p_beam,VS::BeamPrimitive p_primitive) {
+
+
+}
+
+VS::BeamPrimitive RasterizerIPhone::beam_get_primitive(RID p_beam) const {
+
+ return VS::BEAM_CUBIC;
+}
+
+void RasterizerIPhone::beam_set_material(RID p_beam, RID p_material) {
+
+
+}
+RID RasterizerIPhone::beam_get_material(RID p_beam) const {
+
+ return RID();
+}
+
+AABB RasterizerIPhone::beam_get_aabb(RID p_particles) const {
+
+ return AABB();
+}
+/* SKELETON API */
+
+RID RasterizerIPhone::skeleton_create() {
+
+ Skeleton *skeleton = memnew( Skeleton );
+ ERR_FAIL_COND_V(!skeleton,RID());
+ return skeleton_owner.make_rid( skeleton );
+}
+void RasterizerIPhone::skeleton_resize(RID p_skeleton,int p_bones) {
+
+ Skeleton *skeleton = skeleton_owner.get( p_skeleton );
+ ERR_FAIL_COND(!skeleton);
+ if (p_bones == skeleton->bones.size()) {
+ return;
+ };
+ ERR_FAIL_COND( p_bones<0 || p_bones>256);
+
+ skeleton->bones.resize(p_bones);
+
+}
+int RasterizerIPhone::skeleton_get_bone_count(RID p_skeleton) const {
+
+ Skeleton *skeleton = skeleton_owner.get( p_skeleton );
+ ERR_FAIL_COND_V(!skeleton, -1);
+ return skeleton->bones.size();
+}
+void RasterizerIPhone::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) {
+
+ Skeleton *skeleton = skeleton_owner.get( p_skeleton );
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX( p_bone, skeleton->bones.size() );
+
+ skeleton->bones[p_bone] = p_transform;
+}
+Transform RasterizerIPhone::skeleton_bone_get_transform(RID p_skeleton,int p_bone) {
+
+ Skeleton *skeleton = skeleton_owner.get( p_skeleton );
+ ERR_FAIL_COND_V(!skeleton, Transform());
+ ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() );
+
+ // something
+ return skeleton->bones[p_bone];
+}
+
+
+/* LIGHT API */
+
+RID RasterizerIPhone::light_create(VS::LightType p_type) {
+
+ Light *light = memnew( Light );
+ light->type=p_type;
+ return light_owner.make_rid(light);
+}
+
+VS::LightType RasterizerIPhone::light_get_type(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI);
+ return light->type;
+}
+
+void RasterizerIPhone::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND(!light);
+ ERR_FAIL_INDEX( p_type, 3 );
+ light->colors[p_type]=p_color;
+}
+Color RasterizerIPhone::light_get_color(RID p_light,VS::LightColor p_type) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light, Color());
+ ERR_FAIL_INDEX_V( p_type, 3, Color() );
+ return light->colors[p_type];
+}
+
+void RasterizerIPhone::light_set_shadow(RID p_light,bool p_enabled) {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND(!light);
+ light->shadow_enabled=p_enabled;
+}
+
+bool RasterizerIPhone::light_has_shadow(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,false);
+ return light->shadow_enabled;
+}
+
+void RasterizerIPhone::light_set_volumetric(RID p_light,bool p_enabled) {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND(!light);
+ light->volumetric_enabled=p_enabled;
+
+}
+bool RasterizerIPhone::light_is_volumetric(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,false);
+ return light->volumetric_enabled;
+}
+
+void RasterizerIPhone::light_set_projector(RID p_light,RID p_texture) {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND(!light);
+ light->projector=p_texture;
+}
+RID RasterizerIPhone::light_get_projector(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,RID());
+ return light->projector;
+}
+
+void RasterizerIPhone::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
+
+ Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND(!light);
+ ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX );
+
+ light->vars[p_var]=p_value;
+}
+float RasterizerIPhone::light_get_var(RID p_light, VS::LightParam p_var) const {
+
+ Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light,0);
+
+ ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 );
+
+ return light->vars[p_var];
+}
+
+AABB RasterizerIPhone::light_get_aabb(RID p_light) const {
+
+ Light *light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light,AABB());
+
+ switch( light->type ) {
+
+ case VS::LIGHT_SPOT: {
+
+ float len=light->vars[VS::LIGHT_PARAM_RADIUS];
+ float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
+ return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ float r = light->vars[VS::LIGHT_PARAM_RADIUS];
+ return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
+ } break;
+ case VS::LIGHT_DIRECTIONAL: {
+
+ return AABB();
+ } break;
+ default: {}
+ }
+
+ ERR_FAIL_V( AABB() );
+}
+
+
+RID RasterizerIPhone::light_instance_create(RID p_light) {
+
+ Light *light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light, RID());
+
+ LightInstance *light_instance = memnew( LightInstance );
+
+ light_instance->light=p_light;
+ light_instance->base=light;
+ light_instance->last_pass=0;
+
+ return light_instance_owner.make_rid( light_instance );
+}
+void RasterizerIPhone::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) {
+
+ LightInstance *lighti = light_instance_owner.get( p_light_instance );
+ ERR_FAIL_COND(!lighti);
+ lighti->transform=p_transform;
+
+}
+
+void RasterizerIPhone::light_instance_set_active_hint(RID p_light_instance) {
+
+ LightInstance *lighti = light_instance_owner.get( p_light_instance );
+ ERR_FAIL_COND(!lighti);
+ lighti->last_pass=frame;
+
+}
+bool RasterizerIPhone::light_instance_has_shadow(RID p_light_instance) const {
+
+ return false;
+}
+bool RasterizerIPhone::light_instance_assign_shadow(RID p_light_instance) {
+
+ return false;
+}
+Rasterizer::ShadowType RasterizerIPhone::light_instance_get_shadow_type(RID p_light_instance) const {
+
+ return Rasterizer::SHADOW_CUBE;
+}
+int RasterizerIPhone::light_instance_get_shadow_passes(RID p_light_instance) const {
+
+ return 0;
+}
+void RasterizerIPhone::light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near,float p_far, const CameraMatrix& p_camera, const Transform& p_transform) {
+
+
+}
+
+/* PARTICLES INSTANCE */
+
+RID RasterizerIPhone::particles_instance_create(RID p_particles) {
+
+ return RID();
+}
+void RasterizerIPhone::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {
+
+
+}
+
+/* RENDER API */
+/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
+
+static GLfloat rtri; // Angle For The Triangle ( NEW )
+static GLfloat rquad; // Angle For The Quad ( NEW )
+
+void RasterizerIPhone::begin_frame() {
+
+ window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
+
+ double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
+ time/=1000.0; // make secs
+ time_delta=time-last_time;
+ last_time=time;
+ frame++;
+ glClearColor(0,0,1,1);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* nehe ?*/
+
+ #if 0
+ glViewport(0,0,window_size.width,window_size.height); // Reset The Current Viewport
+
+ glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
+ glLoadIdentity(); // Reset The Projection Matrix
+
+ // Calculate The Aspect Ratio Of The Window
+ gluPerspective(45.0f,(GLfloat)window_size.width/(GLfloat)window_size.height,0.1f,100.0f);
+
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glLoadIdentity(); // Reset The Modelview Matrix
+
+
+
+ glShadeModel(GL_SMOOTH); // Enable Smooth Shading
+ glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
+ glClearDepth(1.0f); // Depth Buffer Setup
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+ glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
+ glLoadIdentity(); // Reset The Current Modelview Matrix
+ glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
+ glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW )
+ glBegin(GL_TRIANGLES); // Start Drawing A Triangle
+ glColor3f(1.0f,0.0f,0.0f); // Red
+ glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
+ glColor3f(0.0f,1.0f,0.0f); // Green
+ glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
+ glColor3f(0.0f,0.0f,1.0f); // Blue
+ glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
+ glColor3f(1.0f,0.0f,0.0f); // Red
+ glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
+ glColor3f(0.0f,0.0f,1.0f); // Blue
+ glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
+ glColor3f(0.0f,1.0f,0.0f); // Green
+ glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
+ glColor3f(1.0f,0.0f,0.0f); // Red
+ glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
+ glColor3f(0.0f,1.0f,0.0f); // Green
+ glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
+ glColor3f(0.0f,0.0f,1.0f); // Blue
+ glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
+ glColor3f(1.0f,0.0f,0.0f); // Red
+ glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
+ glColor3f(0.0f,0.0f,1.0f); // Blue
+ glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
+ glColor3f(0.0f,1.0f,0.0f); // Green
+ glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
+ glEnd(); // Done Drawing The Pyramid
+
+ glLoadIdentity(); // Reset The Current Modelview Matrix
+ glTranslatef(1.5f,0.0f,-7.0f); // Move Right 1.5 Units And Into The Screen 7.0
+ glRotatef(rquad,1.0f,1.0f,1.0f); // Rotate The Quad On The X axis ( NEW )
+ glBegin(GL_QUADS); // Draw A Quad
+ glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
+ glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
+ glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
+ glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
+ glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
+ glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
+ glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
+ glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
+ glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
+ glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
+ glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
+ glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
+ glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
+ glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
+ glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
+ glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
+ glVertex3f( 1.0f,-1.0f,-1.0f); // Top Right Of The Quad (Back)
+ glVertex3f(-1.0f,-1.0f,-1.0f); // Top Left Of The Quad (Back)
+ glVertex3f(-1.0f, 1.0f,-1.0f); // Bottom Left Of The Quad (Back)
+ glVertex3f( 1.0f, 1.0f,-1.0f); // Bottom Right Of The Quad (Back)
+ glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
+ glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
+ glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
+ glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
+ glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
+ glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
+ glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
+ glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
+ glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
+ glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
+ glEnd(); // Done Drawing The Quad
+
+ rtri+=0.2f; // Increase The Rotation Variable For The Triangle ( NEW )
+ rquad-=0.15f; // Decrease The Rotation Variable For The Quad ( NEW )
+
+ #endif
+
+}
+
+void RasterizerIPhone::set_viewport(const VS::ViewportRect& p_viewport) {
+
+
+ viewport=p_viewport;
+ canvas_transform=Transform();
+ canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
+ canvas_transform.scale( Vector3( 2.0f / viewport.width, -2.0f / viewport.height, 1.0f ) );
+
+ glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+}
+
+void RasterizerIPhone::begin_scene(RID p_fx,VS::ScenarioDebugMode p_debug) {
+
+ opaque_render_list.clear();
+ alpha_render_list.clear();
+ light_instance_count=0;
+ scene_fx = p_fx.is_valid() ? fx_owner.get(p_fx) : NULL;
+};
+
+void RasterizerIPhone::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {
+
+
+}
+
+void RasterizerIPhone::set_camera(const Transform& p_world,const CameraMatrix& p_projection) {
+
+ camera_transform=p_world;
+ camera_transform_inverse=camera_transform.inverse();
+ camera_projection=p_projection;
+ camera_plane = Plane( camera_transform.origin, camera_transform.basis.get_axis(2) );
+ camera_z_near=camera_projection.get_z_near();
+camera_z_far=camera_projection.get_z_far();
+ camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
+}
+
+void RasterizerIPhone::add_light( RID p_light_instance ) {
+
+#define LIGHT_FADE_TRESHOLD 0.05
+
+ ERR_FAIL_COND( light_instance_count >= MAX_LIGHTS );
+
+ LightInstance *li = light_instance_owner.get(p_light_instance);
+ ERR_FAIL_COND(!li);
+
+ /* make light hash */
+
+ // actually, not really a hash, but helps to sort the lights
+ // and avoid recompiling redudant shader versions
+
+ li->hash_aux=li->base->type;
+
+ if (li->base->shadow_enabled)
+ li->hash_aux|=(1<<3);
+
+ if (li->base->projector.is_valid())
+ li->hash_aux|=(1<<4);
+
+ if (li->base->shadow_enabled && li->base->volumetric_enabled)
+ li->hash_aux|=(1<<5);
+
+ switch(li->base->type) {
+
+ case VisualServer::LIGHT_DIRECTIONAL: {
+
+ Vector3 dir = li->transform.basis.get_axis(2);
+ li->light_vector.x=dir.x;
+ li->light_vector.y=dir.y;
+ li->light_vector.z=dir.z;
+
+ } break;
+ case VisualServer::LIGHT_OMNI: {
+
+ float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
+ if (radius==0)
+ radius=0.0001;
+ li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius;
+ li->light_vector.x=li->transform.origin.x;
+ li->light_vector.y=li->transform.origin.y;
+ li->light_vector.z=li->transform.origin.z;
+
+ } break;
+ case VisualServer::LIGHT_SPOT: {
+
+ float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
+ if (radius==0)
+ radius=0.0001;
+ li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius;
+ li->light_vector.x=li->transform.origin.x;
+ li->light_vector.y=li->transform.origin.y;
+ li->light_vector.z=li->transform.origin.z;
+ Vector3 dir = -li->transform.basis.get_axis(2);
+ li->spot_vector.x=dir.x;
+ li->spot_vector.y=dir.y;
+ li->spot_vector.z=dir.z;
+
+ } break;
+ }
+
+ light_instances[light_instance_count++]=li;
+}
+
+void RasterizerIPhone::_add_geometry( const Geometry* p_geometry, const Transform& p_world, uint32_t p_vertex_format, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides,const Skeleton* p_skeleton, GeometryOwner *p_owner) {
+
+ Material *m=NULL;
+
+ if (p_geometry->material.is_valid())
+ m=material_owner.get( p_geometry->material );
+
+ if (!m) {
+ m=material_owner.get( default_material );
+ }
+
+ ERR_FAIL_COND(!m);
+
+ LightInstance *lights[RenderList::MAX_LIGHTS];
+ int light_count=0;
+
+ RenderList *render_list=&opaque_render_list;
+ if (p_geometry->has_alpha || m->detail_blend_mode!=VS::MATERIAL_BLEND_MODE_MIX) {
+ render_list = &alpha_render_list;
+ };
+
+ if (!m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+
+ light_count=p_light_count;
+ for(int i=0;i<light_count;i++) {
+ lights[i]=light_instance_owner.get( p_light_instances[i] );
+ }
+ }
+
+ render_list->add_element( p_geometry, m, p_world, lights, light_count, p_material_overrides,p_skeleton, camera_plane.distance(p_world.origin), p_owner );
+}
+
+void RasterizerIPhone::add_mesh( RID p_mesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides, RID p_skeleton) {
+
+ Mesh *mesh = mesh_owner.get(p_mesh);
+
+ int ssize = mesh->surfaces.size();
+
+ for (int i=0;i<ssize;i++) {
+
+ Surface *s = mesh->surfaces[i];
+ Skeleton *sk = p_skeleton.is_valid()?skeleton_owner.get(p_skeleton):NULL;
+
+ _add_geometry(s,*p_world,s->format,p_light_instances,p_light_count,p_material_overrides,sk,NULL);
+ }
+
+ mesh->last_pass=frame;
+}
+
+void RasterizerIPhone::add_multimesh( RID p_multimesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {
+
+
+}
+
+void RasterizerIPhone::add_poly( RID p_poly, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {
+
+ Poly *p = poly_owner.get(p_poly);
+ if (!p->primitives.empty()) {
+ const Poly::Primitive *pp = &p->primitives[0];
+
+ uint32_t format=VisualServer::ARRAY_FORMAT_VERTEX;
+
+ if (!pp->normals.empty())
+ format|=VisualServer::ARRAY_FORMAT_NORMAL;
+ if (!pp->colors.empty())
+ format|=VisualServer::ARRAY_FORMAT_COLOR;
+ if (!pp->uvs.empty())
+ format|=VisualServer::ARRAY_TEX_UV;
+
+ _add_geometry(p,*p_world,format,p_light_instances,p_light_count,p_material_overrides,NULL, NULL);
+ }
+}
+
+void RasterizerIPhone::add_beam( RID p_beam, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {
+
+
+}
+
+void RasterizerIPhone::add_particles( RID p_particle_instance, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {
+
+
+}
+
+void RasterizerIPhone::_setup_material(const Geometry *p_geometry,const Material *p_material) {
+
+ if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED])
+ glDisable(GL_CULL_FACE);
+ else {
+ glEnable(GL_CULL_FACE);
+ glCullFace( (p_material->flags[VS::MATERIAL_FLAG_INVERT_FACES])?GL_FRONT:GL_BACK);
+ }
+
+ glEnable(GL_COLOR_MATERIAL); /* unused, unless color array */
+ //glColorMaterial( GL_FRONT_AND_BACK, GL_DIFFUSE );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+
+ ///ambient @TODO offer global ambient group option
+ float ambient_rgba[4]={
+ 1,
+ 1,
+ 1,
+ 1.0
+ };
+ glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,ambient_rgba);
+
+ ///diffuse
+ const Color &diffuse_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE];
+ float diffuse_rgba[4]={
+ (float)diffuse_color.r,
+ (float)diffuse_color.g,
+ (float)diffuse_color.b,
+ (float)diffuse_color.a
+ };
+
+ glColor4f( diffuse_rgba[0],diffuse_rgba[1],diffuse_rgba[2],diffuse_rgba[3]);
+
+ glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,diffuse_rgba);
+
+ //specular
+
+ const Color &specular_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR];
+ float specular_rgba[4]={
+ (float)specular_color.r,
+ (float)specular_color.g,
+ (float)specular_color.b,
+ 1.0
+ };
+
+ glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,specular_rgba);
+
+ const Color &emission_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_EMISSION];
+ float emission_rgba[4]={
+ (float)emission_color.r,
+ (float)emission_color.g,
+ (float)emission_color.b,
+ 1.0
+ };
+
+ glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,emission_rgba);
+
+ glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]);
+
+ if (p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+ glDisable(GL_LIGHTING);
+ } else {
+ glEnable(GL_LIGHTING);
+ glDisable(GL_LIGHTING);
+ }
+
+ //depth test?
+ /*
+ if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+ else
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ */
+ if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]) {
+
+ Texture *texture = texture_owner.get( p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE] );
+ ERR_FAIL_COND(!texture);
+ glActiveTexture(GL_TEXTURE0);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+ };
+};
+
+void RasterizerIPhone::_setup_light(LightInstance* p_instance, int p_idx) {
+
+ Light* ld = p_instance->base;
+
+ int glid = GL_LIGHT0 + p_idx;
+ glLightfv(glid , GL_AMBIENT, ld->colors[VS::LIGHT_COLOR_AMBIENT].components );
+ glLightfv(glid, GL_DIFFUSE, ld->colors[VS::LIGHT_COLOR_DIFFUSE].components );
+ glLightfv(glid, GL_SPECULAR, ld->colors[VS::LIGHT_COLOR_SPECULAR].components );
+
+
+
+ switch(ld->type) {
+
+ case VS::LIGHT_DIRECTIONAL: {
+ /* This doesnt have attenuation */
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ Vector3 v(0.0,0.0,-1.0); // directional lights point up by default
+ v = p_instance->transform.get_basis().xform( v );
+ v = camera_transform_inverse.get_basis().xform( v );
+ v.normalize(); // this sucks, so it will be optimized at some point
+ v = -v;
+ float lightpos[4]={v.x,v.y,v.z,0.0};
+
+ glLightfv(glid,GL_POSITION,lightpos); //at modelview
+
+ glPopMatrix();
+
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ glLightf(glid,GL_SPOT_CUTOFF,180.0);
+ glLightf(glid,GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
+ glLightf(glid,GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
+ glLightf(glid,GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ Vector3 pos = p_instance->transform.get_origin();
+ pos = camera_transform_inverse.xform(pos);
+ float lightpos[4]={pos.x,pos.y,pos.z,1.0};
+ glLightfv(glid,GL_POSITION,lightpos); //at modelview
+
+ glPopMatrix();
+
+ } break;
+ case VS::LIGHT_SPOT: {
+
+ glLightf(glid,GL_SPOT_CUTOFF, ld->vars[VS::LIGHT_PARAM_SPOT_ANGLE]);
+ glLightf(glid,GL_SPOT_EXPONENT, ld->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]);
+ glLightf(glid,GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
+ glLightf(glid,GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
+ glLightf(glid,GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
+
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ Vector3 v(0.0,0.0,-1.0); // directional lights point up by default
+ v = p_instance->transform.get_basis().xform( v );
+ v = camera_transform_inverse.get_basis().xform( v );
+ v.normalize(); // this sucks, so it will be optimized at some point
+ float lightdir[4]={v.x, v.y, v.z, 1.0};
+ glLightfv(glid,GL_SPOT_DIRECTION,lightdir); //at modelview
+
+ v = p_instance->transform.get_origin();
+ v = camera_transform_inverse.xform(v);
+ float lightpos[4]={v.x,v.y,v.z,1.0};
+ glLightfv(glid,GL_POSITION,lightpos); //at modelview
+
+
+ glPopMatrix();
+
+
+ } break;
+ default: break;
+ }
+};
+
+void RasterizerIPhone::_setup_lights(LightInstance **p_lights,int p_light_count) {
+
+ for (int i=0; i<MAX_LIGHTS; i++) {
+
+ if (i<p_light_count) {
+ glEnable(GL_LIGHT0 + i);
+ _setup_light(p_lights[i], i);
+ } else {
+ glDisable(GL_LIGHT0 + i);
+ }
+ }
+}
+
+static const int gl_client_states[] = {
+
+ GL_VERTEX_ARRAY,
+ GL_NORMAL_ARRAY,
+ -1, // ARRAY_TANGENT
+ GL_COLOR_ARRAY,
+ GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV
+ GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV2
+ -1, // ARRAY_BONES
+ -1, // ARRAY_WEIGHTS
+ -1, // ARRAY_INDEX
+};
+
+void RasterizerIPhone::_setup_geometry(const Geometry *p_geometry, const Material* p_material) {
+
+
+ switch(p_geometry->type) {
+
+ case Geometry::GEOMETRY_SURFACE: {
+
+ Surface *surf = (Surface*)p_geometry;
+ uint8_t *base=0;
+ bool use_VBO = (surf->array_local==0);
+
+ if (!use_VBO) {
+
+ base = surf->array_local;
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ } else {
+
+ glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
+ };
+
+ const Surface::ArrayData* a=surf->array;
+ for (int i=0;i<VS::ARRAY_MAX;i++) {
+
+ const Surface::ArrayData& ad=surf->array[i];
+ if (ad.size==0) {
+ if (gl_client_states[i] != -1) {
+ glDisableClientState(gl_client_states[i]);
+ };
+ continue; // this one is disabled.
+ }
+ ERR_CONTINUE( !ad.configured );
+
+ if (gl_client_states[i] != -1) {
+ glEnableClientState(gl_client_states[i]);
+ };
+
+ switch (i) {
+
+ case VS::ARRAY_VERTEX:
+ if (!use_VBO)
+ glVertexPointer(3,GL_FLOAT,surf->stride,(GLvoid*)&base[a->ofs]);
+ else
+ if (surf->array[VS::ARRAY_BONES].size)
+ glVertexPointer(3, GL_FLOAT, 0, skinned_buffer);
+ else
+ glVertexPointer(3,GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
+ break;
+
+ case VS::ARRAY_NORMAL:
+ if (use_VBO)
+ glNormalPointer(GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
+ else
+ glNormalPointer(GL_FLOAT,surf->stride,(GLvoid*)&base[a->ofs]);
+ break;
+ case VS::ARRAY_TANGENT:
+ break;
+ case VS::ARRAY_COLOR:
+ if (use_VBO)
+ glColorPointer(4,GL_UNSIGNED_BYTE,surf->stride,(GLvoid*)a->ofs);
+ else
+ glColorPointer(4,GL_UNSIGNED_BYTE,surf->stride,(GLvoid*)&base[a->ofs]);
+ break;
+ case VS::ARRAY_TEX_UV:
+ case VS::ARRAY_TEX_UV2:
+ if (use_VBO)
+ glTexCoordPointer(2,GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
+ else
+ glTexCoordPointer(2,GL_FLOAT,surf->stride,&base[a->ofs]);
+ break;
+ case VS::ARRAY_BONES:
+ case VS::ARRAY_WEIGHTS:
+ case VS::ARRAY_INDEX:
+ break;
+ };
+ }
+
+
+ // process skeleton here
+
+ } break;
+
+ default: break;
+
+ };
+};
+
+static const GLenum gl_primitive[]={
+ GL_POINTS,
+ GL_LINES,
+ GL_LINE_STRIP,
+ GL_LINE_LOOP,
+ GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN
+};
+
+void RasterizerIPhone::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton) {
+
+
+ switch(p_geometry->type) {
+
+ case Geometry::GEOMETRY_SURFACE: {
+
+
+ Surface *s = (Surface*)p_geometry;
+
+ if (s->index_array_len>0) {
+
+ if (s->index_array_local) {
+
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->index_array_len>(1<<8))?GL_UNSIGNED_SHORT:GL_UNSIGNED_BYTE, s->index_array_local);
+
+ } else {
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
+ glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->index_array_len>(1<<8))?GL_UNSIGNED_SHORT:GL_UNSIGNED_BYTE,0);
+ }
+
+
+ } else {
+
+ glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
+
+ };
+ } break;
+
+ default: break;
+ };
+};
+
+void RasterizerIPhone::_render_list_forward(RenderList *p_render_list) {
+
+ const Material *prev_material=NULL;
+ uint64_t prev_light_hash=0;
+ const Skeleton *prev_skeleton=NULL;
+ const Geometry *prev_geometry=NULL;
+ const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL
+
+ Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(&camera_projection.matrix[0][0]);
+
+ for (int i=0;i<p_render_list->element_count;i++) {
+
+ RenderList::Element *e = p_render_list->elements[i];
+ const Material *material = e->material;
+ uint64_t light_hash = e->light_hash;
+ const Skeleton *skeleton = e->skeleton;
+ const Geometry *geometry = e->geometry;
+ const ParamOverrideMap* material_overrides=e->material_overrides;
+
+ if (material!=prev_material || geometry->type!=prev_geometry_type) {
+ _setup_material(e->geometry,material);
+ //_setup_material_overrides(e->material,NULL,material_overrides);
+ //_setup_material_skeleton(material,skeleton);
+ } else {
+
+ if (material_overrides != prev_overrides) {
+
+ //_setup_material_overrides(e->material,prev_overrides,material_overrides);
+ }
+
+ if (prev_skeleton!=skeleton) {
+ //_setup_material_skeleton(material,skeleton);
+ };
+ }
+
+ if (geometry!=prev_geometry || geometry->type!=prev_geometry_type) {
+
+ _setup_geometry(geometry, material);
+ };
+
+ if (i==0 || light_hash!=prev_light_hash)
+ _setup_lights(e->lights,e->light_count);
+
+ glMatrixMode(GL_MODELVIEW);
+ _gl_load_transform(camera_transform_inverse);
+ _gl_mult_transform(e->transform);
+
+ _render(geometry, material, skeleton);
+
+ prev_material=material;
+ prev_skeleton=skeleton;
+ prev_geometry=geometry;
+ prev_light_hash=e->light_hash;
+ prev_geometry_type=geometry->type;
+ prev_overrides=material_overrides;
+ }
+};
+
+void RasterizerIPhone::end_scene() {
+
+ glEnable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+
+ opaque_render_list.sort_mat_light();
+ _render_list_forward(&opaque_render_list);
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+
+ alpha_render_list.sort_z();
+ _render_list_forward(&alpha_render_list);
+
+
+}
+void RasterizerIPhone::end_shadow_map() {
+
+
+}
+
+void RasterizerIPhone::end_frame() {
+
+ //ContextGL::get_singleton()->swap_buffers();
+}
+
+/* CANVAS API */
+
+void RasterizerIPhone::canvas_begin() {
+
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glLineWidth(1.0);
+ glDisable(GL_LIGHTING);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+}
+void RasterizerIPhone::canvas_set_transparency(float p_transparency) {
+
+
+}
+
+void RasterizerIPhone::canvas_set_rect(const Rect2& p_rect, bool p_clip) {
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glScalef(2.0 / window_size.x, -2.0 / window_size.y, 0);
+ glTranslatef((-(window_size.x / 2.0)) + p_rect.pos.x, (-(window_size.y / 2.0)) + p_rect.pos.y, 0);
+
+ if (p_clip) {
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),
+ p_rect.size.width,p_rect.size.height);
+ } else {
+
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+
+}
+void RasterizerIPhone::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) {
+
+ glColor4f(1, 1, 1, 1);
+
+ float verts[6]={
+ p_from.x,p_from.y,0,
+ p_to.x,p_to.y,0
+ };
+
+ float colors[]={
+ p_color.r, p_color.g, p_color.b, p_color.a,
+ p_color.r, p_color.g, p_color.b, p_color.a,
+ };
+ glLineWidth(p_width);
+ _draw_primitive(2,verts,0,colors,0);
+}
+
+static void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size ) {
+
+ float texcoords[]= {
+ p_src_region.pos.x/p_tex_size.width,
+ p_src_region.pos.y/p_tex_size.height,
+
+ (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
+ p_src_region.pos.y/p_tex_size.height,
+
+ (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
+ (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height,
+
+ p_src_region.pos.x/p_tex_size.width,
+ (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height,
+ };
+
+ float coords[]= {
+ p_rect.pos.x, p_rect.pos.y, 0,
+ p_rect.pos.x+p_rect.size.width, p_rect.pos.y, 0,
+ p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height, 0,
+ p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0
+ };
+
+ _draw_primitive(4,coords,0,0,texcoords);
+}
+
+static void _draw_quad(const Rect2& p_rect) {
+
+ float coords[]= {
+ p_rect.pos.x,p_rect.pos.y, 0,
+ p_rect.pos.x+p_rect.size.width,p_rect.pos.y, 0,
+ p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height, 0,
+ p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0
+ };
+
+ _draw_primitive(4,coords,0,0,0);
+
+}
+
+void RasterizerIPhone::canvas_draw_rect(const Rect2& p_rect, bool p_region, const Rect2& p_source,bool p_tile,RID p_texture,const Color& p_modulate) {
+
+ glColor4f(p_modulate.r, p_modulate.g, p_modulate.b, p_modulate.a);
+
+ if ( p_texture.is_valid() ) {
+
+ glEnable(GL_TEXTURE_2D);
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+
+ if (!p_region) {
+
+ Rect2 region = Rect2(0,0,texture->width,texture->height);
+ _draw_textured_quad(p_rect,region,region.size);
+
+ } else {
+
+ _draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height) );
+
+ }
+ } else {
+
+ _draw_quad( p_rect );
+
+ }
+
+
+}
+void RasterizerIPhone::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center) {
+
+ glColor4f(1, 1, 1, 1);
+
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+
+ glEnable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+
+
+ /* CORNERS */
+
+ _draw_textured_quad( // top left
+ Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
+ Rect2( Point2(), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // top right
+ Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
+ Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],0), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
+ Size2( texture->width, texture->height ) );
+
+
+ _draw_textured_quad( // bottom left
+ Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
+ Rect2( Point2(0,texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // bottom right
+ Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
+ Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
+ Size2( texture->width, texture->height ) );
+
+ Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));
+
+ Rect2 src_center( Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( texture->width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], texture->height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));
+
+
+ _draw_textured_quad( // top
+ Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])),
+ Rect2( Point2(p_margin[MARGIN_LEFT],0), Size2(src_center.size.width,p_margin[MARGIN_TOP])),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // bottom
+ Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])),
+ Rect2( Point2(p_margin[MARGIN_LEFT],src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // left
+ Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)),
+ Rect2( Point2(0,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // right
+ Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)),
+ Rect2( Point2(src_center.pos.x+src_center.size.width,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)),
+ Size2( texture->width, texture->height ) );
+
+ if (p_draw_center) {
+
+ _draw_textured_quad(
+ rect_center,
+ src_center,
+ Size2( texture->width, texture->height ));
+ }
+
+}
+void RasterizerIPhone::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture) {
+
+ ERR_FAIL_COND(p_points.size()<1);
+ float verts[12];
+ float uvs[8];
+ float colors[16];
+
+ glColor4f(1, 1, 1, 1);
+
+ int idx = 0;
+ for(int i=0;i<p_points.size();i++) {
+
+ verts[idx++]=p_points[i].x;
+ verts[idx++]=p_points[i].y;
+ verts[idx++]=0;
+ }
+
+ idx = 0;
+ for(int i=0;i<p_uvs.size();i++) {
+
+ uvs[idx++] = p_uvs[i].x;
+ uvs[idx++] = p_uvs[i].y;
+ }
+
+ idx = 0;
+ for (int i=0; i<p_colors.size(); i++) {
+
+ colors[idx++] = p_colors[i].r;
+ colors[idx++] = p_colors[i].g;
+ colors[idx++] = p_colors[i].b;
+ colors[idx++] = p_colors[i].a;
+ };
+
+ if (p_texture.is_valid()) {
+ glEnable(GL_TEXTURE_2D);
+ Texture *texture = texture_owner.get( p_texture );
+ if (texture) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+ }
+ }
+
+ _draw_primitive(p_points.size(),&verts[0],NULL,p_colors.size()?&colors[0]:NULL,p_uvs.size()?uvs:NULL);
+
+}
+
+/* FX */
+
+RID RasterizerIPhone::fx_create() {
+
+ return RID();
+}
+void RasterizerIPhone::fx_get_effects(RID p_fx,List<String> *p_effects) const {
+
+
+}
+void RasterizerIPhone::fx_set_active(RID p_fx,const String& p_effect, bool p_active) {
+
+
+}
+bool RasterizerIPhone::fx_is_active(RID p_fx,const String& p_effect) const {
+
+ return false;
+}
+void RasterizerIPhone::fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const {
+
+
+}
+Variant RasterizerIPhone::fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const {
+
+ return Variant();
+}
+void RasterizerIPhone::fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue) {
+
+
+}
+
+/*MISC*/
+
+bool RasterizerIPhone::is_texture(const RID& p_rid) const {
+
+ return texture_owner.owns(p_rid);
+}
+bool RasterizerIPhone::is_material(const RID& p_rid) const {
+
+ return material_owner.owns(p_rid);
+}
+bool RasterizerIPhone::is_mesh(const RID& p_rid) const {
+
+ return mesh_owner.owns(p_rid);
+}
+bool RasterizerIPhone::is_multimesh(const RID& p_rid) const {
+
+ return false;
+}
+bool RasterizerIPhone::is_poly(const RID& p_rid) const {
+
+ return poly_owner.owns(p_rid);
+}
+bool RasterizerIPhone::is_particles(const RID &p_beam) const {
+
+ return false;
+}
+
+bool RasterizerIPhone::is_beam(const RID &p_beam) const {
+
+ return false;
+}
+
+bool RasterizerIPhone::is_light(const RID& p_rid) const {
+
+ return light_owner.owns(p_rid);
+}
+bool RasterizerIPhone::is_light_instance(const RID& p_rid) const {
+
+ return light_instance_owner.owns(p_rid);
+}
+bool RasterizerIPhone::is_particles_instance(const RID& p_rid) const {
+
+ return false;
+}
+bool RasterizerIPhone::is_skeleton(const RID& p_rid) const {
+
+ return skeleton_owner.owns(p_rid);
+}
+bool RasterizerIPhone::is_fx(const RID& p_rid) const {
+
+ return fx_owner.owns(p_rid);
+}
+bool RasterizerIPhone::is_shader(const RID& p_rid) const {
+
+ return false;
+}
+
+void RasterizerIPhone::free(const RID& p_rid) const {
+
+ if (texture_owner.owns(p_rid)) {
+
+ // delete the texture
+ Texture *texture = texture_owner.get(p_rid);
+
+ glDeleteTextures( 1,&texture->tex_id );
+
+ texture_owner.free(p_rid);
+ memdelete(texture);
+
+ } else if (material_owner.owns(p_rid)) {
+
+ Material *material = material_owner.get( p_rid );
+ ERR_FAIL_COND(!material);
+
+ material_owner.free(p_rid);
+ memdelete(material);
+
+ } else if (mesh_owner.owns(p_rid)) {
+
+ Mesh *mesh = mesh_owner.get(p_rid);
+ ERR_FAIL_COND(!mesh);
+ for (int i=0;i<mesh->surfaces.size();i++) {
+
+ Surface *surface = mesh->surfaces[i];
+ if (surface->array_local != 0) {
+ memfree(surface->array_local);
+ };
+ if (surface->index_array_local != 0) {
+ memfree(surface->index_array_local);
+ };
+
+ if (surface->vertex_id)
+ glDeleteBuffers(1,&surface->vertex_id);
+ if (surface->index_id)
+ glDeleteBuffers(1,&surface->index_id);
+
+ memdelete( surface );
+ };
+
+ mesh->surfaces.clear();
+
+ mesh_owner.free(p_rid);
+ memdelete(mesh);
+
+ } else if (skeleton_owner.owns(p_rid)) {
+
+ Skeleton *skeleton = skeleton_owner.get( p_rid );
+ ERR_FAIL_COND(!skeleton)
+
+ skeleton_owner.free(p_rid);
+ memdelete(skeleton);
+
+ } else if (light_owner.owns(p_rid)) {
+
+ Light *light = light_owner.get( p_rid );
+ ERR_FAIL_COND(!light)
+
+ light_owner.free(p_rid);
+ memdelete(light);
+
+ } else if (light_instance_owner.owns(p_rid)) {
+
+ LightInstance *light_instance = light_instance_owner.get( p_rid );
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance_owner.free(p_rid);
+ memdelete( light_instance );
+
+ } else if (fx_owner.owns(p_rid)) {
+
+ FX *fx = fx_owner.get( p_rid );
+ ERR_FAIL_COND(!fx);
+
+ fx_owner.free(p_rid);
+ memdelete( fx );
+
+ };
+}
+
+void RasterizerIPhone::init() {
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glFrontFace(GL_CW);
+
+ glEnable(GL_TEXTURE_2D);
+}
+
+void RasterizerIPhone::finish() {
+
+}
+
+ int RasterizerIPhone::get_render_info(VS::RenderInfo p_info) {
+
+ return false;
+}
+
+RasterizerIPhone::RasterizerIPhone() {
+
+ frame = 0;
+};
+
+RasterizerIPhone::~RasterizerIPhone() {
+
+};
+
+
+#endif