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| author | Juan Linietsky | 2014-02-09 22:10:30 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2014-02-09 22:10:30 -0300 |
| commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
| tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /platform/iphone/rasterizer_iphone.cpp | |
| parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) | |
| download | godot-0b806ee.tar.gz godot-0b806ee.tar.zst godot-0b806ee.zip | |
GODOT IS OPEN SOURCE
Diffstat (limited to 'platform/iphone/rasterizer_iphone.cpp')
| -rw-r--r-- | platform/iphone/rasterizer_iphone.cpp | 2762 |
1 files changed, 2762 insertions, 0 deletions
diff --git a/platform/iphone/rasterizer_iphone.cpp b/platform/iphone/rasterizer_iphone.cpp new file mode 100644 index 000000000..4674a5143 --- /dev/null +++ b/platform/iphone/rasterizer_iphone.cpp @@ -0,0 +1,2762 @@ +/*************************************************************************/ +/* 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 |
