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2 /*  rasterizer_iphone.cpp                                                */
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30 #ifdef IPHONE_ENABLED
31 
32 #include "rasterizer_iphone.h"
33 #include "globals.h"
34 #include "os/os.h"
35 #include <stdio.h>
36 
_gl_load_transform(const Transform & tr)37 _FORCE_INLINE_ static void _gl_load_transform(const Transform &tr) {
38 
39 	GLfloat matrix[16] = { /* build a 16x16 matrix */
40 		tr.basis.elements[0][0],
41 		tr.basis.elements[1][0],
42 		tr.basis.elements[2][0],
43 		0,
44 		tr.basis.elements[0][1],
45 		tr.basis.elements[1][1],
46 		tr.basis.elements[2][1],
47 		0,
48 		tr.basis.elements[0][2],
49 		tr.basis.elements[1][2],
50 		tr.basis.elements[2][2],
51 		0,
52 		tr.origin.x,
53 		tr.origin.y,
54 		tr.origin.z,
55 		1
56 	};
57 
58 	glLoadMatrixf(matrix);
59 };
60 
_gl_mult_transform(const Transform & tr)61 _FORCE_INLINE_ static void _gl_mult_transform(const Transform &tr) {
62 
63 	GLfloat matrix[16] = { /* build a 16x16 matrix */
64 		tr.basis.elements[0][0],
65 		tr.basis.elements[1][0],
66 		tr.basis.elements[2][0],
67 		0,
68 		tr.basis.elements[0][1],
69 		tr.basis.elements[1][1],
70 		tr.basis.elements[2][1],
71 		0,
72 		tr.basis.elements[0][2],
73 		tr.basis.elements[1][2],
74 		tr.basis.elements[2][2],
75 		0,
76 		tr.origin.x,
77 		tr.origin.y,
78 		tr.origin.z,
79 		1
80 	};
81 
82 	glMultMatrixf(matrix);
83 };
84 
85 static const GLenum prim_type[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
86 
_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)87 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) {
88 
89 	ERR_FAIL_COND(!p_vertices);
90 	ERR_FAIL_COND(p_points < 1 || p_points > 4);
91 
92 	GLenum type = prim_type[p_points - 1];
93 
94 	if (!p_colors) {
95 		glColor4f(1, 1, 1, 1);
96 	};
97 
98 	glEnableClientState(GL_VERTEX_ARRAY);
99 	glVertexPointer(3, GL_FLOAT, 0, (GLvoid *)p_vertices);
100 
101 	if (p_normals) {
102 
103 		glEnableClientState(GL_NORMAL_ARRAY);
104 		glNormalPointer(GL_FLOAT, 0, (GLvoid *)p_normals);
105 	};
106 
107 	if (p_colors) {
108 		glEnableClientState(GL_COLOR_ARRAY);
109 		glColorPointer(4, GL_FLOAT, 0, p_colors);
110 	};
111 
112 	if (p_uvs) {
113 
114 		glClientActiveTexture(GL_TEXTURE0);
115 		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
116 		glTexCoordPointer(2, GL_FLOAT, 0, p_uvs);
117 	};
118 
119 	glDrawArrays(type, 0, p_points);
120 
121 	glDisableClientState(GL_VERTEX_ARRAY);
122 	glDisableClientState(GL_NORMAL_ARRAY);
123 	glDisableClientState(GL_COLOR_ARRAY);
124 	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
125 };
126 
127 /* TEXTURE API */
128 
_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)129 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) {
130 
131 	r_has_alpha_cache = false;
132 	Image image = p_image;
133 
134 	switch (p_format) {
135 
136 		case Image::FORMAT_GRAYSCALE: {
137 			r_gl_components = 1;
138 			r_gl_format = GL_LUMINANCE;
139 
140 		} break;
141 		case Image::FORMAT_INTENSITY: {
142 
143 			image.convert(Image::FORMAT_RGBA);
144 			r_gl_components = 4;
145 			r_gl_format = GL_RGBA;
146 			r_has_alpha_cache = true;
147 		} break;
148 		case Image::FORMAT_GRAYSCALE_ALPHA: {
149 
150 			image.convert(Image::FORMAT_RGBA);
151 			r_gl_components = 4;
152 			r_gl_format = GL_RGBA;
153 			r_has_alpha_cache = true;
154 		} break;
155 
156 		case Image::FORMAT_INDEXED: {
157 
158 			image.convert(Image::FORMAT_RGB);
159 			r_gl_components = 3;
160 			r_gl_format = GL_RGB;
161 
162 		} break;
163 
164 		case Image::FORMAT_INDEXED_ALPHA: {
165 
166 			image.convert(Image::FORMAT_RGBA);
167 			r_gl_components = 4;
168 			r_gl_format = GL_RGB;
169 			r_has_alpha_cache = true;
170 
171 		} break;
172 		case Image::FORMAT_RGB: {
173 
174 			r_gl_components = 3;
175 			r_gl_format = GL_RGB;
176 		} break;
177 		case Image::FORMAT_RGBA: {
178 
179 			r_gl_components = 4;
180 			r_gl_format = GL_RGBA;
181 			r_has_alpha_cache = true;
182 		} break;
183 		default: {
184 
185 			ERR_FAIL_V(Image());
186 		}
187 	}
188 
189 	return image;
190 }
191 
texture_create()192 RID RasterizerIPhone::texture_create() {
193 
194 	Texture *texture = memnew(Texture);
195 	ERR_FAIL_COND_V(!texture, RID());
196 	glGenTextures(1, &texture->tex_id);
197 	texture->active = false;
198 
199 	return texture_owner.make_rid(texture);
200 }
201 
texture_allocate(RID p_texture,int p_width,int p_height,Image::Format p_format,uint32_t p_flags)202 void RasterizerIPhone::texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags) {
203 
204 	bool has_alpha_cache;
205 	int components;
206 	GLenum format;
207 
208 	Texture *texture = texture_owner.get(p_texture);
209 	ERR_FAIL_COND(!texture);
210 	texture->width = p_width;
211 	texture->height = p_height;
212 	texture->format = p_format;
213 	texture->flags = p_flags;
214 	//texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
215 	texture->target = GL_TEXTURE_2D;
216 
217 	_get_gl_image_and_format(Image(), texture->format, texture->flags, format, components, has_alpha_cache);
218 
219 	texture->gl_components_cache = components;
220 	texture->gl_format_cache = format;
221 	texture->format_has_alpha = has_alpha_cache;
222 	texture->has_alpha = false; //by default it doesn't have alpha unless something with alpha is blitteds
223 
224 	glBindTexture(texture->target, texture->tex_id);
225 
226 	if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) {
227 		glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
228 	}
229 
230 	if (texture->target == GL_TEXTURE_2D) {
231 		glTexImage2D(texture->target, 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE, NULL);
232 	}
233 
234 	/*
235 	else {
236 		//cubemappor
237 		for (int i=0;i<6;i++)
238 			glTexImage2D(_cube_side_enum[i], 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
239 	}
240 	*/
241 
242 	glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtering
243 
244 	if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
245 
246 		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
247 		if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS) {
248 			//glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
249 		};
250 	}
251 
252 	if (texture->flags & VS::TEXTURE_FLAG_REPEAT /* && texture->target != GL_TEXTURE_CUBE_MAP*/) {
253 
254 		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
255 		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
256 	} else {
257 
258 		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
259 		glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
260 		glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
261 	}
262 
263 	texture->active = true;
264 }
265 
texture_blit_rect(RID p_texture,int p_x,int p_y,const Image & p_image,VS::CubeMapSide p_cube_side)266 void RasterizerIPhone::texture_blit_rect(RID p_texture, int p_x, int p_y, const Image &p_image, VS::CubeMapSide p_cube_side) {
267 
268 	Texture *texture = texture_owner.get(p_texture);
269 
270 	ERR_FAIL_COND(!texture);
271 	ERR_FAIL_COND(!texture->active);
272 	ERR_FAIL_COND(texture->format != p_image.get_format());
273 
274 	int components;
275 	GLenum format;
276 	bool alpha;
277 
278 	Image img = _get_gl_image_and_format(p_image, p_image.get_format(), texture->flags, format, components, alpha);
279 
280 	if (img.detect_alpha())
281 		texture->has_alpha = true;
282 
283 	GLenum blit_target = GL_TEXTURE_2D; //(texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;
284 
285 	DVector<uint8_t>::Read read = img.get_data().read();
286 
287 	glBindTexture(texture->target, texture->tex_id);
288 	glTexSubImage2D(blit_target, 0, p_x, p_y, img.get_width(), img.get_height(), format, GL_UNSIGNED_BYTE, read.ptr());
289 
290 	//glGenerateMipmap( texture->target );
291 }
292 
texture_get_rect(RID p_texture,int p_x,int p_y,int p_width,int p_height,VS::CubeMapSide p_cube_side) const293 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 {
294 
295 	return Image();
296 }
texture_set_flags(RID p_texture,uint32_t p_flags)297 void RasterizerIPhone::texture_set_flags(RID p_texture, uint32_t p_flags) {
298 
299 	Texture *texture = texture_owner.get(p_texture);
300 	ERR_FAIL_COND(!texture);
301 
302 	glBindTexture(texture->target, texture->tex_id);
303 	uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
304 	texture->flags = p_flags | cube; // can't remove a cube from being a cube
305 
306 	if (texture->flags & VS::TEXTURE_FLAG_REPEAT /*&& texture->target != GL_TEXTURE_CUBE_MAP*/) {
307 
308 		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
309 		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
310 	} else {
311 		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
312 		glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
313 		glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
314 	}
315 
316 	if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
317 
318 		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering
319 		if (texture->flags & VS::TEXTURE_FLAG_MIPMAPS)
320 			glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
321 
322 	} else {
323 
324 		glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // nearest
325 	}
326 }
texture_get_flags(RID p_texture) const327 uint32_t RasterizerIPhone::texture_get_flags(RID p_texture) const {
328 
329 	Texture *texture = texture_owner.get(p_texture);
330 
331 	ERR_FAIL_COND_V(!texture, 0);
332 
333 	return texture->flags;
334 }
texture_get_format(RID p_texture) const335 Image::Format RasterizerIPhone::texture_get_format(RID p_texture) const {
336 
337 	Texture *texture = texture_owner.get(p_texture);
338 
339 	ERR_FAIL_COND_V(!texture, Image::FORMAT_GRAYSCALE);
340 
341 	return texture->format;
342 }
texture_get_width(RID p_texture) const343 uint32_t RasterizerIPhone::texture_get_width(RID p_texture) const {
344 
345 	Texture *texture = texture_owner.get(p_texture);
346 
347 	ERR_FAIL_COND_V(!texture, 0);
348 
349 	return texture->width;
350 }
texture_get_height(RID p_texture) const351 uint32_t RasterizerIPhone::texture_get_height(RID p_texture) const {
352 
353 	Texture *texture = texture_owner.get(p_texture);
354 
355 	ERR_FAIL_COND_V(!texture, 0);
356 
357 	return texture->height;
358 }
359 
texture_has_alpha(RID p_texture) const360 bool RasterizerIPhone::texture_has_alpha(RID p_texture) const {
361 
362 	Texture *texture = texture_owner.get(p_texture);
363 
364 	ERR_FAIL_COND_V(!texture, 0);
365 
366 	return texture->has_alpha;
367 }
368 
369 /* SHADER API */
370 
shader_create()371 RID RasterizerIPhone::shader_create() {
372 
373 	return RID();
374 }
375 
shader_node_add(RID p_shader,VS::ShaderNodeType p_type,int p_id)376 void RasterizerIPhone::shader_node_add(RID p_shader, VS::ShaderNodeType p_type, int p_id) {
377 }
shader_node_remove(RID p_shader,int p_id)378 void RasterizerIPhone::shader_node_remove(RID p_shader, int p_id) {
379 }
shader_node_change_type(RID p_shader,int p_id,VS::ShaderNodeType p_type)380 void RasterizerIPhone::shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type) {
381 }
shader_node_set_param(RID p_shader,int p_id,const Variant & p_value)382 void RasterizerIPhone::shader_node_set_param(RID p_shader, int p_id, const Variant &p_value) {
383 }
384 
shader_get_node_list(RID p_shader,List<int> * p_node_list) const385 void RasterizerIPhone::shader_get_node_list(RID p_shader, List<int> *p_node_list) const {
386 }
shader_node_get_type(RID p_shader,int p_id) const387 VS::ShaderNodeType RasterizerIPhone::shader_node_get_type(RID p_shader, int p_id) const {
388 
389 	return VS::NODE_ADD;
390 }
shader_node_get_param(RID p_shader,int p_id) const391 Variant RasterizerIPhone::shader_node_get_param(RID p_shader, int p_id) const {
392 
393 	return Variant();
394 }
395 
shader_connect(RID p_shader,int p_src_id,int p_src_slot,int p_dst_id,int p_dst_slot)396 void RasterizerIPhone::shader_connect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) {
397 }
shader_is_connected(RID p_shader,int p_src_id,int p_src_slot,int p_dst_id,int p_dst_slot) const398 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 {
399 
400 	return false;
401 }
402 
shader_disconnect(RID p_shader,int p_src_id,int p_src_slot,int p_dst_id,int p_dst_slot)403 void RasterizerIPhone::shader_disconnect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) {
404 }
405 
shader_get_connections(RID p_shader,List<VS::ShaderConnection> * p_connections) const406 void RasterizerIPhone::shader_get_connections(RID p_shader, List<VS::ShaderConnection> *p_connections) const {
407 }
408 
shader_clear(RID p_shader)409 void RasterizerIPhone::shader_clear(RID p_shader) {
410 }
411 
412 /* COMMON MATERIAL API */
413 
material_set_param(RID p_material,const StringName & p_param,const Variant & p_value)414 void RasterizerIPhone::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
415 }
material_get_param(RID p_material,const StringName & p_param) const416 Variant RasterizerIPhone::material_get_param(RID p_material, const StringName &p_param) const {
417 
418 	return Variant();
419 }
material_get_param_list(RID p_material,List<String> * p_param_list) const420 void RasterizerIPhone::material_get_param_list(RID p_material, List<String> *p_param_list) const {
421 }
422 
material_set_flag(RID p_material,VS::MaterialFlag p_flag,bool p_enabled)423 void RasterizerIPhone::material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled) {
424 }
material_get_flag(RID p_material,VS::MaterialFlag p_flag) const425 bool RasterizerIPhone::material_get_flag(RID p_material, VS::MaterialFlag p_flag) const {
426 
427 	return false;
428 }
429 
material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)430 void RasterizerIPhone::material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) {
431 }
material_get_blend_mode(RID p_material) const432 VS::MaterialBlendMode RasterizerIPhone::material_get_blend_mode(RID p_material) const {
433 
434 	return VS::MATERIAL_BLEND_MODE_ADD;
435 }
436 
material_set_line_width(RID p_material,float p_line_width)437 void RasterizerIPhone::material_set_line_width(RID p_material, float p_line_width) {
438 }
material_get_line_width(RID p_material) const439 float RasterizerIPhone::material_get_line_width(RID p_material) const {
440 
441 	return 0;
442 }
443 
444 /* FIXED MATERIAL */
445 
material_create()446 RID RasterizerIPhone::material_create() {
447 
448 	return material_owner.make_rid(memnew(Material));
449 }
450 
fixed_material_set_parameter(RID p_material,VS::FixedMaterialParam p_parameter,const Variant & p_value)451 void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant &p_value) {
452 
453 	Material *m = material_owner.get(p_material);
454 	ERR_FAIL_COND(!m);
455 	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
456 
457 	m->parameters[p_parameter] = p_value;
458 }
fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const459 Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material, VS::FixedMaterialParam p_parameter) const {
460 
461 	Material *m = material_owner.get(p_material);
462 	ERR_FAIL_COND_V(!m, Variant());
463 	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
464 
465 	return m->parameters[p_parameter];
466 }
467 
fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter,RID p_texture)468 void RasterizerIPhone::fixed_material_set_texture(RID p_material, VS::FixedMaterialParam p_parameter, RID p_texture) {
469 
470 	Material *m = material_owner.get(p_material);
471 	ERR_FAIL_COND(!m);
472 	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
473 
474 	m->textures[p_parameter] = p_texture;
475 }
fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const476 RID RasterizerIPhone::fixed_material_get_texture(RID p_material, VS::FixedMaterialParam p_parameter) const {
477 
478 	Material *m = material_owner.get(p_material);
479 	ERR_FAIL_COND_V(!m, RID());
480 	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
481 
482 	return m->textures[p_parameter];
483 }
484 
fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)485 void RasterizerIPhone::fixed_material_set_detail_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) {
486 
487 	Material *m = material_owner.get(p_material);
488 	ERR_FAIL_COND(!m);
489 
490 	m->detail_blend_mode = p_mode;
491 }
fixed_material_get_detail_blend_mode(RID p_material) const492 VS::MaterialBlendMode RasterizerIPhone::fixed_material_get_detail_blend_mode(RID p_material) const {
493 
494 	Material *m = material_owner.get(p_material);
495 	ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);
496 
497 	return m->detail_blend_mode;
498 }
499 
fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter,VS::FixedMaterialTexCoordMode p_mode)500 void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material, VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
501 
502 	Material *m = material_owner.get(p_material);
503 	ERR_FAIL_COND(!m);
504 	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
505 
506 	m->texcoord_mode[p_parameter] = p_mode;
507 }
fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const508 VS::FixedMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode(RID p_material, VS::FixedMaterialParam p_parameter) const {
509 
510 	Material *m = material_owner.get(p_material);
511 	ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_TEXGEN);
512 	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV);
513 
514 	return m->texcoord_mode[p_parameter]; // for now
515 }
516 
fixed_material_set_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode)517 void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material, VS::FixedMaterialTexGenMode p_mode) {
518 
519 	Material *m = material_owner.get(p_material);
520 	ERR_FAIL_COND(!m);
521 
522 	m->texgen_mode = p_mode;
523 };
524 
fixed_material_get_texgen_mode(RID p_material) const525 VS::FixedMaterialTexGenMode RasterizerIPhone::fixed_material_get_texgen_mode(RID p_material) const {
526 
527 	Material *m = material_owner.get(p_material);
528 	ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXGEN_SPHERE);
529 
530 	return m->texgen_mode;
531 };
532 
fixed_material_set_uv_transform(RID p_material,const Transform & p_transform)533 void RasterizerIPhone::fixed_material_set_uv_transform(RID p_material, const Transform &p_transform) {
534 
535 	Material *m = material_owner.get(p_material);
536 	ERR_FAIL_COND(!m);
537 
538 	m->uv_transform = p_transform;
539 }
fixed_material_get_uv_transform(RID p_material) const540 Transform RasterizerIPhone::fixed_material_get_uv_transform(RID p_material) const {
541 
542 	Material *m = material_owner.get(p_material);
543 	ERR_FAIL_COND_V(!m, Transform());
544 
545 	return m->uv_transform;
546 }
547 
548 /* SHADER MATERIAL */
549 
shader_material_create() const550 RID RasterizerIPhone::shader_material_create() const {
551 
552 	return RID();
553 }
554 
shader_material_set_vertex_shader(RID p_material,RID p_shader,bool p_owned)555 void RasterizerIPhone::shader_material_set_vertex_shader(RID p_material, RID p_shader, bool p_owned) {
556 }
shader_material_get_vertex_shader(RID p_material) const557 RID RasterizerIPhone::shader_material_get_vertex_shader(RID p_material) const {
558 
559 	return RID();
560 }
561 
shader_material_set_fragment_shader(RID p_material,RID p_shader,bool p_owned)562 void RasterizerIPhone::shader_material_set_fragment_shader(RID p_material, RID p_shader, bool p_owned) {
563 }
shader_material_get_fragment_shader(RID p_material) const564 RID RasterizerIPhone::shader_material_get_fragment_shader(RID p_material) const {
565 
566 	return RID();
567 }
568 
569 /* MESH API */
570 
mesh_create()571 RID RasterizerIPhone::mesh_create() {
572 
573 	return mesh_owner.make_rid(memnew(Mesh));
574 }
575 
mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,uint32_t p_format,int p_array_len,int p_index_array_len)576 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) {
577 
578 	Mesh *mesh = mesh_owner.get(p_mesh);
579 	ERR_FAIL_COND(!mesh);
580 
581 	ERR_FAIL_COND((p_format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory
582 	ERR_FAIL_COND(p_array_len <= 0);
583 	ERR_FAIL_COND(p_index_array_len == 0);
584 	ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX);
585 
586 	Surface *surface = memnew(Surface);
587 	ERR_FAIL_COND(!surface);
588 
589 	int total_elem_size = 0;
590 
591 	bool use_VBO = true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
592 	if (p_format & VS::ARRAY_FORMAT_WEIGHTS) {
593 
594 		use_VBO = false;
595 	}
596 
597 	for (int i = 0; i < VS::ARRAY_MAX; i++) {
598 
599 		Surface::ArrayData &ad = surface->array[i];
600 		ad.size = 0;
601 		ad.configured = false;
602 		ad.ofs = 0;
603 		int elem_size = 0;
604 		int elem_count = 0;
605 
606 		if (!(p_format & (1 << i))) // no array
607 			continue;
608 
609 		switch (i) {
610 
611 			case VS::ARRAY_VERTEX:
612 			case VS::ARRAY_NORMAL: {
613 
614 				elem_size = 3 * sizeof(GLfloat); // vertex
615 				elem_count = 3;
616 			} break;
617 			case VS::ARRAY_TANGENT: {
618 				elem_size = 4 * sizeof(GLfloat); // vertex
619 				elem_count = 4;
620 
621 			} break;
622 			case VS::ARRAY_COLOR: {
623 
624 				elem_size = 4; /* RGBA */
625 				elem_count = 4;
626 			} break;
627 			case VS::ARRAY_TEX_UV: {
628 				elem_size = 2 * sizeof(GLfloat);
629 				elem_count = 2;
630 
631 			} break;
632 			case VS::ARRAY_WEIGHTS:
633 			case VS::ARRAY_BONES: {
634 
635 				elem_size = VS::ARRAY_WEIGHTS_SIZE * sizeof(GLfloat);
636 				elem_count = VS::ARRAY_WEIGHTS_SIZE;
637 
638 			} break;
639 			case VS::ARRAY_INDEX: {
640 
641 				if (p_index_array_len <= 0) {
642 					ERR_PRINT("p_index_array_len==NO_INDEX_ARRAY");
643 					break;
644 				}
645 				/* determine wether using 8 or 16 bits indices */
646 				if (p_index_array_len > (1 << 8)) {
647 
648 					elem_size = 2;
649 				} else {
650 					elem_size = 1;
651 				}
652 
653 				if (use_VBO) {
654 
655 					glGenBuffers(1, &surface->index_id);
656 					ERR_FAIL_COND(surface->index_id == 0);
657 					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
658 					glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_index_array_len * elem_size, NULL, GL_STATIC_DRAW);
659 					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
660 				} else {
661 					surface->index_array_local = (uint8_t *)memalloc(p_index_array_len * elem_size);
662 				};
663 
664 				surface->index_array_len = p_index_array_len; // only way it can exist
665 				ad.ofs = 0;
666 				ad.size = elem_size;
667 				ad.configured = false;
668 				ad.components = 1;
669 
670 				continue;
671 			} break;
672 			default: {
673 				ERR_FAIL();
674 			}
675 		}
676 
677 		ad.ofs = total_elem_size;
678 		ad.size = elem_size;
679 		ad.components = elem_count;
680 		total_elem_size += elem_size;
681 		ad.configured = false;
682 	}
683 
684 	surface->stride = total_elem_size;
685 	surface->array_len = p_array_len;
686 	surface->format = p_format;
687 	surface->primitive = p_primitive;
688 
689 	/* bind the bigass buffers */
690 	if (use_VBO) {
691 
692 		glGenBuffers(1, &surface->vertex_id);
693 		ERR_FAIL_COND(surface->vertex_id == 0);
694 		glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
695 		glBufferData(GL_ARRAY_BUFFER, surface->array_len * surface->stride, NULL, GL_STATIC_DRAW);
696 		glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
697 	} else {
698 		surface->array_local = (uint8_t *)memalloc(surface->array_len * surface->stride);
699 	};
700 
701 	mesh->surfaces.push_back(surface);
702 }
703 
mesh_surface_set_array(RID p_mesh,int p_surface,VS::ArrayType p_type,const Variant & p_array)704 Error RasterizerIPhone::mesh_surface_set_array(RID p_mesh, int p_surface, VS::ArrayType p_type, const Variant &p_array) {
705 
706 	ERR_FAIL_INDEX_V(p_type, VS::ARRAY_MAX, ERR_INVALID_PARAMETER);
707 
708 	Mesh *mesh = mesh_owner.get(p_mesh);
709 	ERR_FAIL_COND_V(!mesh, ERR_INVALID_PARAMETER);
710 	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), ERR_INVALID_PARAMETER);
711 	Surface *surface = mesh->surfaces[p_surface];
712 	ERR_FAIL_COND_V(!surface, ERR_INVALID_PARAMETER);
713 
714 	ERR_FAIL_COND_V(surface->array[p_type].size == 0, ERR_INVALID_PARAMETER);
715 
716 	Surface::ArrayData &a = surface->array[p_type];
717 
718 	switch (p_type) {
719 
720 		case VS::ARRAY_INDEX: {
721 			ERR_FAIL_COND_V(surface->index_array_len <= 0, ERR_INVALID_DATA);
722 			ERR_FAIL_COND_V(p_array.get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER);
723 
724 			DVector<int> indices = p_array;
725 			ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
726 			ERR_FAIL_COND_V(indices.size() != surface->index_array_len, ERR_INVALID_PARAMETER);
727 
728 			/* determine wether using 16 or 32 bits indices */
729 
730 			if (surface->index_array_local == 0) {
731 				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_id);
732 			};
733 
734 			DVector<int>::Read read = indices.read();
735 			const int *src = read.ptr();
736 
737 			for (int i = 0; i < surface->index_array_len; i++) {
738 
739 				if (surface->index_array_local) {
740 
741 					if (a.size <= (1 << 8)) {
742 						uint8_t v = src[i];
743 
744 						copymem(&surface->array_local[i * a.size], &v, a.size);
745 					} else {
746 						uint16_t v = src[i];
747 
748 						copymem(&surface->array_local[i * a.size], &v, a.size);
749 					}
750 
751 				} else {
752 					if (a.size <= (1 << 8)) {
753 						uint8_t v = src[i];
754 
755 						glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, i * a.size, a.size, &v);
756 					} else {
757 						uint16_t v = src[i];
758 
759 						glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, i * a.size, a.size, &v);
760 					}
761 				};
762 			}
763 			if (surface->index_array_local == 0) {
764 				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
765 			};
766 			a.configured = true;
767 			return OK;
768 		} break;
769 		case VS::ARRAY_VERTEX:
770 		case VS::ARRAY_NORMAL: {
771 
772 			ERR_FAIL_COND_V(p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
773 
774 			DVector<Vector3> array = p_array;
775 			ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
776 
777 			if (surface->array_local == 0) {
778 				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
779 			};
780 
781 			DVector<Vector3>::Read read = array.read();
782 			const Vector3 *src = read.ptr();
783 
784 			// setting vertices means regenerating the AABB
785 			if (p_type == VS::ARRAY_VERTEX)
786 				surface->aabb = AABB();
787 
788 			for (int i = 0; i < surface->array_len; i++) {
789 
790 				GLfloat vector[3] = { src[i].x, src[i].y, src[i].z };
791 
792 				if (surface->array_local == 0) {
793 					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, vector);
794 				} else {
795 					copymem(&surface->array_local[a.ofs + i * surface->stride], vector, a.size);
796 				}
797 
798 				if (p_type == VS::ARRAY_VERTEX) {
799 
800 					if (i == 0) {
801 
802 						surface->aabb = AABB(src[i], Vector3());
803 					} else {
804 
805 						surface->aabb.expand_to(src[i]);
806 					}
807 				}
808 			}
809 
810 			if (surface->array_local == 0) {
811 				glBindBuffer(GL_ARRAY_BUFFER, 0);
812 			};
813 
814 		} break;
815 		case VS::ARRAY_TANGENT: {
816 
817 			ERR_FAIL_COND_V(p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
818 
819 			DVector<real_t> array = p_array;
820 
821 			ERR_FAIL_COND_V(array.size() != surface->array_len * 4, ERR_INVALID_PARAMETER);
822 
823 			if (surface->array_local == 0) {
824 				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
825 			};
826 
827 			DVector<real_t>::Read read = array.read();
828 			const real_t *src = read.ptr();
829 
830 			for (int i = 0; i < surface->array_len; i++) {
831 
832 				GLfloat xyzw[4] = {
833 					src[i * 4 + 0],
834 					src[i * 4 + 1],
835 					src[i * 4 + 2],
836 					src[i * 4 + 3]
837 				};
838 
839 				if (surface->array_local == 0) {
840 
841 					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, xyzw);
842 				} else {
843 
844 					copymem(&surface->array_local[a.ofs + i * surface->stride], xyzw, a.size);
845 				};
846 			}
847 
848 			if (surface->array_local == 0) {
849 				glBindBuffer(GL_ARRAY_BUFFER, 0);
850 			};
851 		} break;
852 		case VS::ARRAY_COLOR: {
853 
854 			ERR_FAIL_COND_V(p_array.get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER);
855 
856 			DVector<Color> array = p_array;
857 
858 			ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
859 
860 			if (surface->array_local == 0)
861 				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
862 
863 			DVector<Color>::Read read = array.read();
864 			const Color *src = read.ptr();
865 			surface->has_alpha_cache = false;
866 
867 			for (int i = 0; i < surface->array_len; i++) {
868 
869 				if (src[i].a < 0.98) // tolerate alpha a bit, for crappy exporters
870 					surface->has_alpha_cache = true;
871 				uint8_t colors[4] = { src[i].r * 255.0, src[i].g * 255.0, src[i].b * 255.0, src[i].a * 255.0 };
872 				// I'm not sure if this is correct, endianness-wise, i should re-check the GL spec
873 
874 				if (surface->array_local == 0)
875 					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, colors);
876 				else
877 					copymem(&surface->array_local[a.ofs + i * surface->stride], colors, a.size);
878 			}
879 
880 			if (surface->array_local == 0)
881 				glBindBuffer(GL_ARRAY_BUFFER, 0);
882 
883 		} break;
884 		case VS::ARRAY_TEX_UV: {
885 
886 			ERR_FAIL_COND_V(p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
887 
888 			DVector<Vector3> array = p_array;
889 
890 			ERR_FAIL_COND_V(array.size() != surface->array_len, ERR_INVALID_PARAMETER);
891 
892 			if (surface->array_local == 0)
893 				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
894 
895 			DVector<Vector3>::Read read = array.read();
896 
897 			const Vector3 *src = read.ptr();
898 
899 			for (int i = 0; i < surface->array_len; i++) {
900 
901 				GLfloat uv[2] = { src[i].x, src[i].y };
902 
903 				if (surface->array_local == 0)
904 					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, uv);
905 				else
906 					copymem(&surface->array_local[a.ofs + i * surface->stride], uv, a.size);
907 			}
908 
909 			if (surface->array_local == 0)
910 				glBindBuffer(GL_ARRAY_BUFFER, 0);
911 
912 		} break;
913 		case VS::ARRAY_BONES:
914 		case VS::ARRAY_WEIGHTS: {
915 
916 			ERR_FAIL_COND_V(p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER);
917 
918 			DVector<real_t> array = p_array;
919 
920 			ERR_FAIL_COND_V(array.size() != surface->array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
921 
922 			if (surface->array_local == 0)
923 				glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
924 
925 			DVector<real_t>::Read read = array.read();
926 
927 			const real_t *src = read.ptr();
928 
929 			for (int i = 0; i < surface->array_len; i++) {
930 
931 				GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
932 				for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++)
933 					data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
934 
935 				if (surface->array_local == 0)
936 					glBufferSubData(GL_ARRAY_BUFFER, a.ofs + i * surface->stride, a.size, data);
937 				else
938 					copymem(&surface->array_local[a.ofs + i * surface->stride], data, a.size);
939 			}
940 
941 			if (surface->array_local == 0)
942 				glBindBuffer(GL_ARRAY_BUFFER, 0);
943 		} break;
944 		default: { ERR_FAIL_V(ERR_INVALID_PARAMETER); }
945 	}
946 
947 	a.configured = true;
948 
949 	return OK;
950 }
mesh_surface_get_array(RID p_mesh,int p_surface,VS::ArrayType p_type) const951 Variant RasterizerIPhone::mesh_surface_get_array(RID p_mesh, int p_surface, VS::ArrayType p_type) const {
952 
953 	return Variant();
954 }
955 
mesh_surface_set_material(RID p_mesh,int p_surface,RID p_material,bool p_owned)956 void RasterizerIPhone::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned) {
957 
958 	Mesh *mesh = mesh_owner.get(p_mesh);
959 	ERR_FAIL_COND(!mesh);
960 	ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
961 	Surface *surface = mesh->surfaces[p_surface];
962 	ERR_FAIL_COND(!surface);
963 
964 	if (surface->material_owned && surface->material.is_valid())
965 		free(surface->material);
966 
967 	surface->material_owned = p_owned;
968 
969 	surface->material = p_material;
970 }
971 
mesh_surface_get_material(RID p_mesh,int p_surface) const972 RID RasterizerIPhone::mesh_surface_get_material(RID p_mesh, int p_surface) const {
973 
974 	Mesh *mesh = mesh_owner.get(p_mesh);
975 	ERR_FAIL_COND_V(!mesh, RID());
976 	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID());
977 	Surface *surface = mesh->surfaces[p_surface];
978 	ERR_FAIL_COND_V(!surface, RID());
979 
980 	return surface->material;
981 }
982 
mesh_surface_get_array_len(RID p_mesh,int p_surface) const983 int RasterizerIPhone::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
984 
985 	Mesh *mesh = mesh_owner.get(p_mesh);
986 	ERR_FAIL_COND_V(!mesh, -1);
987 	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1);
988 	Surface *surface = mesh->surfaces[p_surface];
989 	ERR_FAIL_COND_V(!surface, -1);
990 
991 	return surface->array_len;
992 }
mesh_surface_get_array_index_len(RID p_mesh,int p_surface) const993 int RasterizerIPhone::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
994 
995 	Mesh *mesh = mesh_owner.get(p_mesh);
996 	ERR_FAIL_COND_V(!mesh, -1);
997 	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1);
998 	Surface *surface = mesh->surfaces[p_surface];
999 	ERR_FAIL_COND_V(!surface, -1);
1000 
1001 	return surface->index_array_len;
1002 }
mesh_surface_get_format(RID p_mesh,int p_surface) const1003 uint32_t RasterizerIPhone::mesh_surface_get_format(RID p_mesh, int p_surface) const {
1004 
1005 	Mesh *mesh = mesh_owner.get(p_mesh);
1006 	ERR_FAIL_COND_V(!mesh, 0);
1007 	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0);
1008 	Surface *surface = mesh->surfaces[p_surface];
1009 	ERR_FAIL_COND_V(!surface, 0);
1010 
1011 	return surface->format;
1012 }
mesh_surface_get_primitive_type(RID p_mesh,int p_surface) const1013 VS::PrimitiveType RasterizerIPhone::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
1014 
1015 	Mesh *mesh = mesh_owner.get(p_mesh);
1016 	ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_POINTS);
1017 	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS);
1018 	Surface *surface = mesh->surfaces[p_surface];
1019 	ERR_FAIL_COND_V(!surface, VS::PRIMITIVE_POINTS);
1020 
1021 	return surface->primitive;
1022 }
1023 
mesh_erase_surface(RID p_mesh,int p_index)1024 void RasterizerIPhone::mesh_erase_surface(RID p_mesh, int p_index) {
1025 
1026 	Mesh *mesh = mesh_owner.get(p_mesh);
1027 	ERR_FAIL_COND(!mesh);
1028 	ERR_FAIL_INDEX(p_index, mesh->surfaces.size());
1029 	Surface *surface = mesh->surfaces[p_index];
1030 	ERR_FAIL_COND(!surface);
1031 
1032 	memdelete(mesh->surfaces[p_index]);
1033 	mesh->surfaces.remove(p_index);
1034 }
mesh_get_surface_count(RID p_mesh) const1035 int RasterizerIPhone::mesh_get_surface_count(RID p_mesh) const {
1036 
1037 	Mesh *mesh = mesh_owner.get(p_mesh);
1038 	ERR_FAIL_COND_V(!mesh, -1);
1039 
1040 	return mesh->surfaces.size();
1041 }
1042 
mesh_get_aabb(RID p_mesh) const1043 AABB RasterizerIPhone::mesh_get_aabb(RID p_mesh) const {
1044 
1045 	Mesh *mesh = mesh_owner.get(p_mesh);
1046 	ERR_FAIL_COND_V(!mesh, AABB());
1047 
1048 	AABB aabb;
1049 
1050 	for (int i = 0; i < mesh->surfaces.size(); i++) {
1051 
1052 		if (i == 0)
1053 			aabb = mesh->surfaces[i]->aabb;
1054 		else
1055 			aabb.merge_with(mesh->surfaces[i]->aabb);
1056 	}
1057 
1058 	return aabb;
1059 }
1060 
1061 /* MULTIMESH API */
1062 
multimesh_create()1063 RID RasterizerIPhone::multimesh_create() {
1064 
1065 	return RID();
1066 }
1067 
multimesh_set_instance_count(RID p_multimesh,int p_count)1068 void RasterizerIPhone::multimesh_set_instance_count(RID p_multimesh, int p_count) {
1069 }
multimesh_get_instance_count(RID p_multimesh) const1070 int RasterizerIPhone::multimesh_get_instance_count(RID p_multimesh) const {
1071 
1072 	return 0;
1073 }
1074 
multimesh_set_mesh(RID p_multimesh,RID p_mesh)1075 void RasterizerIPhone::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
1076 }
multimesh_set_aabb(RID p_multimesh,const AABB & p_aabb)1077 void RasterizerIPhone::multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) {
1078 }
multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform & p_transform)1079 void RasterizerIPhone::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
1080 }
multimesh_instance_set_color(RID p_multimesh,int p_index,const Color & p_color)1081 void RasterizerIPhone::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
1082 }
1083 
multimesh_get_mesh(RID p_multimesh) const1084 RID RasterizerIPhone::multimesh_get_mesh(RID p_multimesh) const {
1085 
1086 	return RID();
1087 }
multimesh_get_aabb(RID p_multimesh) const1088 AABB RasterizerIPhone::multimesh_get_aabb(RID p_multimesh) const {
1089 
1090 	return AABB();
1091 }
1092 
multimesh_instance_get_transform(RID p_multimesh,int p_index) const1093 Transform RasterizerIPhone::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
1094 
1095 	return Transform();
1096 }
multimesh_instance_get_color(RID p_multimesh,int p_index) const1097 Color RasterizerIPhone::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
1098 
1099 	return Color();
1100 }
1101 
1102 /* POLY API */
1103 
poly_create()1104 RID RasterizerIPhone::poly_create() {
1105 
1106 	return RID();
1107 }
poly_set_material(RID p_poly,RID p_material,bool p_owned)1108 void RasterizerIPhone::poly_set_material(RID p_poly, RID p_material, bool p_owned) {
1109 }
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)1110 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) {
1111 }
poly_clear(RID p_poly)1112 void RasterizerIPhone::poly_clear(RID p_poly) {
1113 }
1114 
poly_get_aabb(RID p_poly) const1115 AABB RasterizerIPhone::poly_get_aabb(RID p_poly) const {
1116 
1117 	return AABB();
1118 }
1119 
1120 /* PARTICLES API */
1121 
particles_create()1122 RID RasterizerIPhone::particles_create() {
1123 
1124 	return RID();
1125 }
1126 
particles_set_amount(RID p_particles,int p_amount)1127 void RasterizerIPhone::particles_set_amount(RID p_particles, int p_amount) {
1128 }
particles_get_amount(RID p_particles) const1129 int RasterizerIPhone::particles_get_amount(RID p_particles) const {
1130 
1131 	return 0;
1132 }
1133 
particles_set_emitting(RID p_particles,bool p_emitting)1134 void RasterizerIPhone::particles_set_emitting(RID p_particles, bool p_emitting) {
1135 }
1136 
particles_is_emitting(RID p_particles) const1137 bool RasterizerIPhone::particles_is_emitting(RID p_particles) const {
1138 
1139 	return false;
1140 }
1141 
particles_set_visibility_aabb(RID p_particles,const AABB & p_visibility)1142 void RasterizerIPhone::particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) {
1143 }
particles_get_visibility_aabb(RID p_particles) const1144 AABB RasterizerIPhone::particles_get_visibility_aabb(RID p_particles) const {
1145 
1146 	return AABB();
1147 }
1148 
particles_set_emission_half_extents(RID p_particles,const Vector3 & p_half_extents)1149 void RasterizerIPhone::particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) {
1150 }
particles_get_emission_half_extents(RID p_particles) const1151 Vector3 RasterizerIPhone::particles_get_emission_half_extents(RID p_particles) const {
1152 
1153 	return Vector3();
1154 }
1155 
particles_set_gravity_normal(RID p_particles,const Vector3 & p_normal)1156 void RasterizerIPhone::particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) {
1157 }
particles_get_gravity_normal(RID p_particles) const1158 Vector3 RasterizerIPhone::particles_get_gravity_normal(RID p_particles) const {
1159 
1160 	return Vector3();
1161 }
1162 
particles_set_variable(RID p_particles,VS::ParticleVariable p_variable,float p_value)1163 void RasterizerIPhone::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) {
1164 }
particles_get_variable(RID p_particles,VS::ParticleVariable p_variable) const1165 float RasterizerIPhone::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
1166 
1167 	return 0;
1168 }
1169 
particles_set_randomness(RID p_particles,VS::ParticleVariable p_variable,float p_randomness)1170 void RasterizerIPhone::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) {
1171 }
particles_get_randomness(RID p_particles,VS::ParticleVariable p_variable) const1172 float RasterizerIPhone::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
1173 
1174 	return 0;
1175 }
1176 
particles_set_color_phase_pos(RID p_particles,int p_phase,float p_pos)1177 void RasterizerIPhone::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
1178 }
particles_get_color_phase_pos(RID p_particles,int p_phase) const1179 float RasterizerIPhone::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
1180 
1181 	return 0;
1182 }
1183 
particles_set_color_phases(RID p_particles,int p_phases)1184 void RasterizerIPhone::particles_set_color_phases(RID p_particles, int p_phases) {
1185 }
particles_get_color_phases(RID p_particles) const1186 int RasterizerIPhone::particles_get_color_phases(RID p_particles) const {
1187 
1188 	return 0;
1189 }
1190 
particles_set_color_phase_color(RID p_particles,int p_phase,const Color & p_color)1191 void RasterizerIPhone::particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) {
1192 }
particles_get_color_phase_color(RID p_particles,int p_phase) const1193 Color RasterizerIPhone::particles_get_color_phase_color(RID p_particles, int p_phase) const {
1194 
1195 	return Color();
1196 }
1197 
particles_set_attractors(RID p_particles,int p_attractors)1198 void RasterizerIPhone::particles_set_attractors(RID p_particles, int p_attractors) {
1199 }
particles_get_attractors(RID p_particles) const1200 int RasterizerIPhone::particles_get_attractors(RID p_particles) const {
1201 
1202 	return 0;
1203 }
1204 
particles_set_attractor_pos(RID p_particles,int p_attractor,const Vector3 & p_pos)1205 void RasterizerIPhone::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) {
1206 }
particles_get_attractor_pos(RID p_particles,int p_attractor) const1207 Vector3 RasterizerIPhone::particles_get_attractor_pos(RID p_particles, int p_attractor) const {
1208 
1209 	return Vector3();
1210 }
1211 
particles_set_attractor_strength(RID p_particles,int p_attractor,float p_force)1212 void RasterizerIPhone::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
1213 }
particles_get_attractor_strength(RID p_particles,int p_attractor) const1214 float RasterizerIPhone::particles_get_attractor_strength(RID p_particles, int p_attractor) const {
1215 
1216 	return 0;
1217 }
1218 
particles_set_material(RID p_particles,RID p_material,bool p_owned)1219 void RasterizerIPhone::particles_set_material(RID p_particles, RID p_material, bool p_owned) {
1220 }
1221 
particles_get_material(RID p_particles) const1222 RID RasterizerIPhone::particles_get_material(RID p_particles) const {
1223 
1224 	return RID();
1225 }
1226 
particles_get_aabb(RID p_particles) const1227 AABB RasterizerIPhone::particles_get_aabb(RID p_particles) const {
1228 
1229 	return AABB();
1230 }
1231 /* BEAM API */
1232 
beam_create()1233 RID RasterizerIPhone::beam_create() {
1234 
1235 	return RID();
1236 }
1237 
beam_set_point_count(RID p_beam,int p_count)1238 void RasterizerIPhone::beam_set_point_count(RID p_beam, int p_count) {
1239 }
beam_get_point_count(RID p_beam) const1240 int RasterizerIPhone::beam_get_point_count(RID p_beam) const {
1241 
1242 	return 0;
1243 }
beam_clear(RID p_beam)1244 void RasterizerIPhone::beam_clear(RID p_beam) {
1245 }
1246 
beam_set_point(RID p_beam,int p_point,Vector3 & p_pos)1247 void RasterizerIPhone::beam_set_point(RID p_beam, int p_point, Vector3 &p_pos) {
1248 }
beam_get_point(RID p_beam,int p_point) const1249 Vector3 RasterizerIPhone::beam_get_point(RID p_beam, int p_point) const {
1250 
1251 	return Vector3();
1252 }
1253 
beam_set_primitive(RID p_beam,VS::BeamPrimitive p_primitive)1254 void RasterizerIPhone::beam_set_primitive(RID p_beam, VS::BeamPrimitive p_primitive) {
1255 }
1256 
beam_get_primitive(RID p_beam) const1257 VS::BeamPrimitive RasterizerIPhone::beam_get_primitive(RID p_beam) const {
1258 
1259 	return VS::BEAM_CUBIC;
1260 }
1261 
beam_set_material(RID p_beam,RID p_material)1262 void RasterizerIPhone::beam_set_material(RID p_beam, RID p_material) {
1263 }
beam_get_material(RID p_beam) const1264 RID RasterizerIPhone::beam_get_material(RID p_beam) const {
1265 
1266 	return RID();
1267 }
1268 
beam_get_aabb(RID p_particles) const1269 AABB RasterizerIPhone::beam_get_aabb(RID p_particles) const {
1270 
1271 	return AABB();
1272 }
1273 /* SKELETON API */
1274 
skeleton_create()1275 RID RasterizerIPhone::skeleton_create() {
1276 
1277 	Skeleton *skeleton = memnew(Skeleton);
1278 	ERR_FAIL_COND_V(!skeleton, RID());
1279 	return skeleton_owner.make_rid(skeleton);
1280 }
skeleton_resize(RID p_skeleton,int p_bones)1281 void RasterizerIPhone::skeleton_resize(RID p_skeleton, int p_bones) {
1282 
1283 	Skeleton *skeleton = skeleton_owner.get(p_skeleton);
1284 	ERR_FAIL_COND(!skeleton);
1285 	if (p_bones == skeleton->bones.size()) {
1286 		return;
1287 	};
1288 	ERR_FAIL_COND(p_bones < 0 || p_bones > 256);
1289 
1290 	skeleton->bones.resize(p_bones);
1291 }
skeleton_get_bone_count(RID p_skeleton) const1292 int RasterizerIPhone::skeleton_get_bone_count(RID p_skeleton) const {
1293 
1294 	Skeleton *skeleton = skeleton_owner.get(p_skeleton);
1295 	ERR_FAIL_COND_V(!skeleton, -1);
1296 	return skeleton->bones.size();
1297 }
skeleton_bone_set_transform(RID p_skeleton,int p_bone,const Transform & p_transform)1298 void RasterizerIPhone::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
1299 
1300 	Skeleton *skeleton = skeleton_owner.get(p_skeleton);
1301 	ERR_FAIL_COND(!skeleton);
1302 	ERR_FAIL_INDEX(p_bone, skeleton->bones.size());
1303 
1304 	skeleton->bones[p_bone] = p_transform;
1305 }
skeleton_bone_get_transform(RID p_skeleton,int p_bone)1306 Transform RasterizerIPhone::skeleton_bone_get_transform(RID p_skeleton, int p_bone) {
1307 
1308 	Skeleton *skeleton = skeleton_owner.get(p_skeleton);
1309 	ERR_FAIL_COND_V(!skeleton, Transform());
1310 	ERR_FAIL_INDEX_V(p_bone, skeleton->bones.size(), Transform());
1311 
1312 	// something
1313 	return skeleton->bones[p_bone];
1314 }
1315 
1316 /* LIGHT API */
1317 
light_create(VS::LightType p_type)1318 RID RasterizerIPhone::light_create(VS::LightType p_type) {
1319 
1320 	Light *light = memnew(Light);
1321 	light->type = p_type;
1322 	return light_owner.make_rid(light);
1323 }
1324 
light_get_type(RID p_light) const1325 VS::LightType RasterizerIPhone::light_get_type(RID p_light) const {
1326 
1327 	Light *light = light_owner.get(p_light);
1328 	ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI);
1329 	return light->type;
1330 }
1331 
light_set_color(RID p_light,VS::LightColor p_type,const Color & p_color)1332 void RasterizerIPhone::light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color) {
1333 
1334 	Light *light = light_owner.get(p_light);
1335 	ERR_FAIL_COND(!light);
1336 	ERR_FAIL_INDEX(p_type, 3);
1337 	light->colors[p_type] = p_color;
1338 }
light_get_color(RID p_light,VS::LightColor p_type) const1339 Color RasterizerIPhone::light_get_color(RID p_light, VS::LightColor p_type) const {
1340 
1341 	Light *light = light_owner.get(p_light);
1342 	ERR_FAIL_COND_V(!light, Color());
1343 	ERR_FAIL_INDEX_V(p_type, 3, Color());
1344 	return light->colors[p_type];
1345 }
1346 
light_set_shadow(RID p_light,bool p_enabled)1347 void RasterizerIPhone::light_set_shadow(RID p_light, bool p_enabled) {
1348 
1349 	Light *light = light_owner.get(p_light);
1350 	ERR_FAIL_COND(!light);
1351 	light->shadow_enabled = p_enabled;
1352 }
1353 
light_has_shadow(RID p_light) const1354 bool RasterizerIPhone::light_has_shadow(RID p_light) const {
1355 
1356 	Light *light = light_owner.get(p_light);
1357 	ERR_FAIL_COND_V(!light, false);
1358 	return light->shadow_enabled;
1359 }
1360 
light_set_volumetric(RID p_light,bool p_enabled)1361 void RasterizerIPhone::light_set_volumetric(RID p_light, bool p_enabled) {
1362 
1363 	Light *light = light_owner.get(p_light);
1364 	ERR_FAIL_COND(!light);
1365 	light->volumetric_enabled = p_enabled;
1366 }
light_is_volumetric(RID p_light) const1367 bool RasterizerIPhone::light_is_volumetric(RID p_light) const {
1368 
1369 	Light *light = light_owner.get(p_light);
1370 	ERR_FAIL_COND_V(!light, false);
1371 	return light->volumetric_enabled;
1372 }
1373 
light_set_projector(RID p_light,RID p_texture)1374 void RasterizerIPhone::light_set_projector(RID p_light, RID p_texture) {
1375 
1376 	Light *light = light_owner.get(p_light);
1377 	ERR_FAIL_COND(!light);
1378 	light->projector = p_texture;
1379 }
light_get_projector(RID p_light) const1380 RID RasterizerIPhone::light_get_projector(RID p_light) const {
1381 
1382 	Light *light = light_owner.get(p_light);
1383 	ERR_FAIL_COND_V(!light, RID());
1384 	return light->projector;
1385 }
1386 
light_set_var(RID p_light,VS::LightParam p_var,float p_value)1387 void RasterizerIPhone::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
1388 
1389 	Light *light = light_owner.get(p_light);
1390 	ERR_FAIL_COND(!light);
1391 	ERR_FAIL_INDEX(p_var, VS::LIGHT_PARAM_MAX);
1392 
1393 	light->vars[p_var] = p_value;
1394 }
light_get_var(RID p_light,VS::LightParam p_var) const1395 float RasterizerIPhone::light_get_var(RID p_light, VS::LightParam p_var) const {
1396 
1397 	Light *light = light_owner.get(p_light);
1398 	ERR_FAIL_COND_V(!light, 0);
1399 
1400 	ERR_FAIL_INDEX_V(p_var, VS::LIGHT_PARAM_MAX, 0);
1401 
1402 	return light->vars[p_var];
1403 }
1404 
light_get_aabb(RID p_light) const1405 AABB RasterizerIPhone::light_get_aabb(RID p_light) const {
1406 
1407 	Light *light = light_owner.get(p_light);
1408 	ERR_FAIL_COND_V(!light, AABB());
1409 
1410 	switch (light->type) {
1411 
1412 		case VS::LIGHT_SPOT: {
1413 
1414 			float len = light->vars[VS::LIGHT_PARAM_RADIUS];
1415 			float size = Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE])) * len;
1416 			return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
1417 		} break;
1418 		case VS::LIGHT_OMNI: {
1419 
1420 			float r = light->vars[VS::LIGHT_PARAM_RADIUS];
1421 			return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
1422 		} break;
1423 		case VS::LIGHT_DIRECTIONAL: {
1424 
1425 			return AABB();
1426 		} break;
1427 		default: {}
1428 	}
1429 
1430 	ERR_FAIL_V(AABB());
1431 }
1432 
light_instance_create(RID p_light)1433 RID RasterizerIPhone::light_instance_create(RID p_light) {
1434 
1435 	Light *light = light_owner.get(p_light);
1436 	ERR_FAIL_COND_V(!light, RID());
1437 
1438 	LightInstance *light_instance = memnew(LightInstance);
1439 
1440 	light_instance->light = p_light;
1441 	light_instance->base = light;
1442 	light_instance->last_pass = 0;
1443 
1444 	return light_instance_owner.make_rid(light_instance);
1445 }
light_instance_set_transform(RID p_light_instance,const Transform & p_transform)1446 void RasterizerIPhone::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
1447 
1448 	LightInstance *lighti = light_instance_owner.get(p_light_instance);
1449 	ERR_FAIL_COND(!lighti);
1450 	lighti->transform = p_transform;
1451 }
1452 
light_instance_set_active_hint(RID p_light_instance)1453 void RasterizerIPhone::light_instance_set_active_hint(RID p_light_instance) {
1454 
1455 	LightInstance *lighti = light_instance_owner.get(p_light_instance);
1456 	ERR_FAIL_COND(!lighti);
1457 	lighti->last_pass = frame;
1458 }
light_instance_has_shadow(RID p_light_instance) const1459 bool RasterizerIPhone::light_instance_has_shadow(RID p_light_instance) const {
1460 
1461 	return false;
1462 }
light_instance_assign_shadow(RID p_light_instance)1463 bool RasterizerIPhone::light_instance_assign_shadow(RID p_light_instance) {
1464 
1465 	return false;
1466 }
light_instance_get_shadow_type(RID p_light_instance) const1467 Rasterizer::ShadowType RasterizerIPhone::light_instance_get_shadow_type(RID p_light_instance) const {
1468 
1469 	return Rasterizer::SHADOW_CUBE;
1470 }
light_instance_get_shadow_passes(RID p_light_instance) const1471 int RasterizerIPhone::light_instance_get_shadow_passes(RID p_light_instance) const {
1472 
1473 	return 0;
1474 }
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)1475 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) {
1476 }
1477 
1478 /* PARTICLES INSTANCE */
1479 
particles_instance_create(RID p_particles)1480 RID RasterizerIPhone::particles_instance_create(RID p_particles) {
1481 
1482 	return RID();
1483 }
particles_instance_set_transform(RID p_particles_instance,const Transform & p_transform)1484 void RasterizerIPhone::particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) {
1485 }
1486 
1487 /* RENDER API */
1488 /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
1489 
1490 static GLfloat rtri; // Angle For The Triangle ( NEW )
1491 static GLfloat rquad; // Angle For The Quad ( NEW )
1492 
begin_frame()1493 void RasterizerIPhone::begin_frame() {
1494 
1495 	window_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
1496 
1497 	double time = (OS::get_singleton()->get_ticks_usec() / 1000); // get msec
1498 	time /= 1000.0; // make secs
1499 	time_delta = time - last_time;
1500 	last_time = time;
1501 	frame++;
1502 	glClearColor(0, 0, 1, 1);
1503 	glClear(GL_COLOR_BUFFER_BIT);
1504 
1505 	/* nehe ?*/
1506 
1507 #if 0
1508 	glViewport(0,0,window_size.width,window_size.height);						// Reset The Current Viewport
1509 
1510 	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
1511 	glLoadIdentity();									// Reset The Projection Matrix
1512 
1513 	// Calculate The Aspect Ratio Of The Window
1514 	gluPerspective(45.0f,(GLfloat)window_size.width/(GLfloat)window_size.height,0.1f,100.0f);
1515 
1516 	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
1517 	glLoadIdentity();									// Reset The Modelview Matrix
1518 
1519 
1520 
1521 	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
1522 	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
1523 	glClearDepth(1.0f);									// Depth Buffer Setup
1524 	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
1525 	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
1526 	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
1527 
1528 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
1529 	glLoadIdentity();									// Reset The Current Modelview Matrix
1530 	glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
1531 	glRotatef(rtri,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW )
1532 	glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
1533 		glColor3f(1.0f,0.0f,0.0f);						// Red
1534 		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Front)
1535 		glColor3f(0.0f,1.0f,0.0f);						// Green
1536 		glVertex3f(-1.0f,-1.0f, 1.0f);					// Left Of Triangle (Front)
1537 		glColor3f(0.0f,0.0f,1.0f);						// Blue
1538 		glVertex3f( 1.0f,-1.0f, 1.0f);					// Right Of Triangle (Front)
1539 		glColor3f(1.0f,0.0f,0.0f);						// Red
1540 		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Right)
1541 		glColor3f(0.0f,0.0f,1.0f);						// Blue
1542 		glVertex3f( 1.0f,-1.0f, 1.0f);					// Left Of Triangle (Right)
1543 		glColor3f(0.0f,1.0f,0.0f);						// Green
1544 		glVertex3f( 1.0f,-1.0f, -1.0f);					// Right Of Triangle (Right)
1545 		glColor3f(1.0f,0.0f,0.0f);						// Red
1546 		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Back)
1547 		glColor3f(0.0f,1.0f,0.0f);						// Green
1548 		glVertex3f( 1.0f,-1.0f, -1.0f);					// Left Of Triangle (Back)
1549 		glColor3f(0.0f,0.0f,1.0f);						// Blue
1550 		glVertex3f(-1.0f,-1.0f, -1.0f);					// Right Of Triangle (Back)
1551 		glColor3f(1.0f,0.0f,0.0f);						// Red
1552 		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Left)
1553 		glColor3f(0.0f,0.0f,1.0f);						// Blue
1554 		glVertex3f(-1.0f,-1.0f,-1.0f);					// Left Of Triangle (Left)
1555 		glColor3f(0.0f,1.0f,0.0f);						// Green
1556 		glVertex3f(-1.0f,-1.0f, 1.0f);					// Right Of Triangle (Left)
1557 	glEnd();											// Done Drawing The Pyramid
1558 
1559 	glLoadIdentity();									// Reset The Current Modelview Matrix
1560 	glTranslatef(1.5f,0.0f,-7.0f);						// Move Right 1.5 Units And Into The Screen 7.0
1561 	glRotatef(rquad,1.0f,1.0f,1.0f);					// Rotate The Quad On The X axis ( NEW )
1562 	glBegin(GL_QUADS);									// Draw A Quad
1563 		glColor3f(0.0f,1.0f,0.0f);						// Set The Color To Green
1564 		glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Top)
1565 		glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Top)
1566 		glVertex3f(-1.0f, 1.0f, 1.0f);					// Bottom Left Of The Quad (Top)
1567 		glVertex3f( 1.0f, 1.0f, 1.0f);					// Bottom Right Of The Quad (Top)
1568 		glColor3f(1.0f,0.5f,0.0f);						// Set The Color To Orange
1569 		glVertex3f( 1.0f,-1.0f, 1.0f);					// Top Right Of The Quad (Bottom)
1570 		glVertex3f(-1.0f,-1.0f, 1.0f);					// Top Left Of The Quad (Bottom)
1571 		glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Bottom)
1572 		glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Bottom)
1573 		glColor3f(1.0f,0.0f,0.0f);						// Set The Color To Red
1574 		glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Front)
1575 		glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Front)
1576 		glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Front)
1577 		glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Front)
1578 		glColor3f(1.0f,1.0f,0.0f);						// Set The Color To Yellow
1579 		glVertex3f( 1.0f,-1.0f,-1.0f);					// Top Right Of The Quad (Back)
1580 		glVertex3f(-1.0f,-1.0f,-1.0f);					// Top Left Of The Quad (Back)
1581 		glVertex3f(-1.0f, 1.0f,-1.0f);					// Bottom Left Of The Quad (Back)
1582 		glVertex3f( 1.0f, 1.0f,-1.0f);					// Bottom Right Of The Quad (Back)
1583 		glColor3f(0.0f,0.0f,1.0f);						// Set The Color To Blue
1584 		glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Left)
1585 		glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Left)
1586 		glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Left)
1587 		glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Left)
1588 		glColor3f(1.0f,0.0f,1.0f);						// Set The Color To Violet
1589 		glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Right)
1590 		glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Right)
1591 		glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Right)
1592 		glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Right)
1593 	glEnd();											// Done Drawing The Quad
1594 
1595 	rtri+=0.2f;											// Increase The Rotation Variable For The Triangle ( NEW )
1596 	rquad-=0.15f;										// Decrease The Rotation Variable For The Quad ( NEW )
1597 
1598 #endif
1599 }
1600 
set_viewport(const VS::ViewportRect & p_viewport)1601 void RasterizerIPhone::set_viewport(const VS::ViewportRect &p_viewport) {
1602 
1603 	viewport = p_viewport;
1604 	canvas_transform = Transform();
1605 	canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
1606 	canvas_transform.scale(Vector3(2.0f / viewport.width, -2.0f / viewport.height, 1.0f));
1607 
1608 	glViewport(viewport.x, window_size.height - (viewport.height + viewport.y), viewport.width, viewport.height);
1609 }
1610 
begin_scene(RID p_fx,VS::ScenarioDebugMode p_debug)1611 void RasterizerIPhone::begin_scene(RID p_fx, VS::ScenarioDebugMode p_debug) {
1612 
1613 	opaque_render_list.clear();
1614 	alpha_render_list.clear();
1615 	light_instance_count = 0;
1616 	scene_fx = p_fx.is_valid() ? fx_owner.get(p_fx) : NULL;
1617 };
1618 
begin_shadow_map(RID p_light_instance,int p_shadow_pass)1619 void RasterizerIPhone::begin_shadow_map(RID p_light_instance, int p_shadow_pass) {
1620 }
1621 
set_camera(const Transform & p_world,const CameraMatrix & p_projection)1622 void RasterizerIPhone::set_camera(const Transform &p_world, const CameraMatrix &p_projection) {
1623 
1624 	camera_transform = p_world;
1625 	camera_transform_inverse = camera_transform.inverse();
1626 	camera_projection = p_projection;
1627 	camera_plane = Plane(camera_transform.origin, camera_transform.basis.get_axis(2));
1628 	camera_z_near = camera_projection.get_z_near();
1629 	camera_z_far = camera_projection.get_z_far();
1630 	camera_projection.get_viewport_size(camera_vp_size.x, camera_vp_size.y);
1631 }
1632 
add_light(RID p_light_instance)1633 void RasterizerIPhone::add_light(RID p_light_instance) {
1634 
1635 #define LIGHT_FADE_TRESHOLD 0.05
1636 
1637 	ERR_FAIL_COND(light_instance_count >= MAX_LIGHTS);
1638 
1639 	LightInstance *li = light_instance_owner.get(p_light_instance);
1640 	ERR_FAIL_COND(!li);
1641 
1642 	/* make light hash */
1643 
1644 	// actually, not really a hash, but helps to sort the lights
1645 	// and avoid recompiling redudant shader versions
1646 
1647 	li->hash_aux = li->base->type;
1648 
1649 	if (li->base->shadow_enabled)
1650 		li->hash_aux |= (1 << 3);
1651 
1652 	if (li->base->projector.is_valid())
1653 		li->hash_aux |= (1 << 4);
1654 
1655 	if (li->base->shadow_enabled && li->base->volumetric_enabled)
1656 		li->hash_aux |= (1 << 5);
1657 
1658 	switch (li->base->type) {
1659 
1660 		case VisualServer::LIGHT_DIRECTIONAL: {
1661 
1662 			Vector3 dir = li->transform.basis.get_axis(2);
1663 			li->light_vector.x = dir.x;
1664 			li->light_vector.y = dir.y;
1665 			li->light_vector.z = dir.z;
1666 
1667 		} break;
1668 		case VisualServer::LIGHT_OMNI: {
1669 
1670 			float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
1671 			if (radius == 0)
1672 				radius = 0.0001;
1673 			li->linear_att = (1 / LIGHT_FADE_TRESHOLD) / radius;
1674 			li->light_vector.x = li->transform.origin.x;
1675 			li->light_vector.y = li->transform.origin.y;
1676 			li->light_vector.z = li->transform.origin.z;
1677 
1678 		} break;
1679 		case VisualServer::LIGHT_SPOT: {
1680 
1681 			float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
1682 			if (radius == 0)
1683 				radius = 0.0001;
1684 			li->linear_att = (1 / LIGHT_FADE_TRESHOLD) / radius;
1685 			li->light_vector.x = li->transform.origin.x;
1686 			li->light_vector.y = li->transform.origin.y;
1687 			li->light_vector.z = li->transform.origin.z;
1688 			Vector3 dir = -li->transform.basis.get_axis(2);
1689 			li->spot_vector.x = dir.x;
1690 			li->spot_vector.y = dir.y;
1691 			li->spot_vector.z = dir.z;
1692 
1693 		} break;
1694 	}
1695 
1696 	light_instances[light_instance_count++] = li;
1697 }
1698 
_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)1699 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) {
1700 
1701 	Material *m = NULL;
1702 
1703 	if (p_geometry->material.is_valid())
1704 		m = material_owner.get(p_geometry->material);
1705 
1706 	if (!m) {
1707 		m = material_owner.get(default_material);
1708 	}
1709 
1710 	ERR_FAIL_COND(!m);
1711 
1712 	LightInstance *lights[RenderList::MAX_LIGHTS];
1713 	int light_count = 0;
1714 
1715 	RenderList *render_list = &opaque_render_list;
1716 	if (p_geometry->has_alpha || m->detail_blend_mode != VS::MATERIAL_BLEND_MODE_MIX) {
1717 		render_list = &alpha_render_list;
1718 	};
1719 
1720 	if (!m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
1721 
1722 		light_count = p_light_count;
1723 		for (int i = 0; i < light_count; i++) {
1724 			lights[i] = light_instance_owner.get(p_light_instances[i]);
1725 		}
1726 	}
1727 
1728 	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);
1729 }
1730 
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)1731 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) {
1732 
1733 	Mesh *mesh = mesh_owner.get(p_mesh);
1734 
1735 	int ssize = mesh->surfaces.size();
1736 
1737 	for (int i = 0; i < ssize; i++) {
1738 
1739 		Surface *s = mesh->surfaces[i];
1740 		Skeleton *sk = p_skeleton.is_valid() ? skeleton_owner.get(p_skeleton) : NULL;
1741 
1742 		_add_geometry(s, *p_world, s->format, p_light_instances, p_light_count, p_material_overrides, sk, NULL);
1743 	}
1744 
1745 	mesh->last_pass = frame;
1746 }
1747 
add_multimesh(RID p_multimesh,const Transform * p_world,const RID * p_light_instances,int p_light_count,const ParamOverrideMap * p_material_overrides)1748 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) {
1749 }
1750 
add_poly(RID p_poly,const Transform * p_world,const RID * p_light_instances,int p_light_count,const ParamOverrideMap * p_material_overrides)1751 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) {
1752 
1753 	Poly *p = poly_owner.get(p_poly);
1754 	if (!p->primitives.empty()) {
1755 		const Poly::Primitive *pp = &p->primitives[0];
1756 
1757 		uint32_t format = VisualServer::ARRAY_FORMAT_VERTEX;
1758 
1759 		if (!pp->normals.empty())
1760 			format |= VisualServer::ARRAY_FORMAT_NORMAL;
1761 		if (!pp->colors.empty())
1762 			format |= VisualServer::ARRAY_FORMAT_COLOR;
1763 		if (!pp->uvs.empty())
1764 			format |= VisualServer::ARRAY_TEX_UV;
1765 
1766 		_add_geometry(p, *p_world, format, p_light_instances, p_light_count, p_material_overrides, NULL, NULL);
1767 	}
1768 }
1769 
add_beam(RID p_beam,const Transform * p_world,const RID * p_light_instances,int p_light_count,const ParamOverrideMap * p_material_overrides)1770 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) {
1771 }
1772 
add_particles(RID p_particle_instance,const RID * p_light_instances,int p_light_count,const ParamOverrideMap * p_material_overrides)1773 void RasterizerIPhone::add_particles(RID p_particle_instance, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides) {
1774 }
1775 
_setup_material(const Geometry * p_geometry,const Material * p_material)1776 void RasterizerIPhone::_setup_material(const Geometry *p_geometry, const Material *p_material) {
1777 
1778 	if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED])
1779 		glDisable(GL_CULL_FACE);
1780 	else {
1781 		glEnable(GL_CULL_FACE);
1782 		glCullFace((p_material->flags[VS::MATERIAL_FLAG_INVERT_FACES]) ? GL_FRONT : GL_BACK);
1783 	}
1784 
1785 	glEnable(GL_COLOR_MATERIAL); /* unused, unless color array */
1786 	//glColorMaterial( GL_FRONT_AND_BACK, GL_DIFFUSE );
1787 	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1788 
1789 	///ambient @TODO offer global ambient group option
1790 	float ambient_rgba[4] = {
1791 		1,
1792 		1,
1793 		1,
1794 		1.0
1795 	};
1796 	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient_rgba);
1797 
1798 	///diffuse
1799 	const Color &diffuse_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE];
1800 	float diffuse_rgba[4] = {
1801 		(float)diffuse_color.r,
1802 		(float)diffuse_color.g,
1803 		(float)diffuse_color.b,
1804 		(float)diffuse_color.a
1805 	};
1806 
1807 	glColor4f(diffuse_rgba[0], diffuse_rgba[1], diffuse_rgba[2], diffuse_rgba[3]);
1808 
1809 	glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse_rgba);
1810 
1811 	//specular
1812 
1813 	const Color &specular_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR];
1814 	float specular_rgba[4] = {
1815 		(float)specular_color.r,
1816 		(float)specular_color.g,
1817 		(float)specular_color.b,
1818 		1.0
1819 	};
1820 
1821 	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular_rgba);
1822 
1823 	const Color &emission_color = p_material->parameters[VS::FIXED_MATERIAL_PARAM_EMISSION];
1824 	float emission_rgba[4] = {
1825 		(float)emission_color.r,
1826 		(float)emission_color.g,
1827 		(float)emission_color.b,
1828 		1.0
1829 	};
1830 
1831 	glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission_rgba);
1832 
1833 	glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]);
1834 
1835 	if (p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
1836 		glDisable(GL_LIGHTING);
1837 	} else {
1838 		glEnable(GL_LIGHTING);
1839 		glDisable(GL_LIGHTING);
1840 	}
1841 
1842 	//depth test?
1843 	/*
1844 	if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
1845 		glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
1846 	else
1847 		glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
1848 	*/
1849 	if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]) {
1850 
1851 		Texture *texture = texture_owner.get(p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]);
1852 		ERR_FAIL_COND(!texture);
1853 		glActiveTexture(GL_TEXTURE0);
1854 		glEnable(GL_TEXTURE_2D);
1855 		glBindTexture(GL_TEXTURE_2D, texture->tex_id);
1856 	};
1857 };
1858 
_setup_light(LightInstance * p_instance,int p_idx)1859 void RasterizerIPhone::_setup_light(LightInstance *p_instance, int p_idx) {
1860 
1861 	Light *ld = p_instance->base;
1862 
1863 	int glid = GL_LIGHT0 + p_idx;
1864 	glLightfv(glid, GL_AMBIENT, ld->colors[VS::LIGHT_COLOR_AMBIENT].components);
1865 	glLightfv(glid, GL_DIFFUSE, ld->colors[VS::LIGHT_COLOR_DIFFUSE].components);
1866 	glLightfv(glid, GL_SPECULAR, ld->colors[VS::LIGHT_COLOR_SPECULAR].components);
1867 
1868 	switch (ld->type) {
1869 
1870 		case VS::LIGHT_DIRECTIONAL: {
1871 			/* This doesnt have attenuation */
1872 
1873 			glMatrixMode(GL_MODELVIEW);
1874 			glPushMatrix();
1875 			glLoadIdentity();
1876 			Vector3 v(0.0, 0.0, -1.0); // directional lights point up by default
1877 			v = p_instance->transform.get_basis().xform(v);
1878 			v = camera_transform_inverse.get_basis().xform(v);
1879 			v.normalize(); // this sucks, so it will be optimized at some point
1880 			v = -v;
1881 			float lightpos[4] = { v.x, v.y, v.z, 0.0 };
1882 
1883 			glLightfv(glid, GL_POSITION, lightpos); //at modelview
1884 
1885 			glPopMatrix();
1886 
1887 		} break;
1888 		case VS::LIGHT_OMNI: {
1889 
1890 			glLightf(glid, GL_SPOT_CUTOFF, 180.0);
1891 			glLightf(glid, GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
1892 			glLightf(glid, GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
1893 			glLightf(glid, GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
1894 
1895 			glMatrixMode(GL_MODELVIEW);
1896 			glPushMatrix();
1897 			glLoadIdentity();
1898 			Vector3 pos = p_instance->transform.get_origin();
1899 			pos = camera_transform_inverse.xform(pos);
1900 			float lightpos[4] = { pos.x, pos.y, pos.z, 1.0 };
1901 			glLightfv(glid, GL_POSITION, lightpos); //at modelview
1902 
1903 			glPopMatrix();
1904 
1905 		} break;
1906 		case VS::LIGHT_SPOT: {
1907 
1908 			glLightf(glid, GL_SPOT_CUTOFF, ld->vars[VS::LIGHT_PARAM_SPOT_ANGLE]);
1909 			glLightf(glid, GL_SPOT_EXPONENT, ld->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]);
1910 			glLightf(glid, GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
1911 			glLightf(glid, GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
1912 			glLightf(glid, GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?
1913 
1914 			glMatrixMode(GL_MODELVIEW);
1915 			glPushMatrix();
1916 			glLoadIdentity();
1917 
1918 			Vector3 v(0.0, 0.0, -1.0); // directional lights point up by default
1919 			v = p_instance->transform.get_basis().xform(v);
1920 			v = camera_transform_inverse.get_basis().xform(v);
1921 			v.normalize(); // this sucks, so it will be optimized at some point
1922 			float lightdir[4] = { v.x, v.y, v.z, 1.0 };
1923 			glLightfv(glid, GL_SPOT_DIRECTION, lightdir); //at modelview
1924 
1925 			v = p_instance->transform.get_origin();
1926 			v = camera_transform_inverse.xform(v);
1927 			float lightpos[4] = { v.x, v.y, v.z, 1.0 };
1928 			glLightfv(glid, GL_POSITION, lightpos); //at modelview
1929 
1930 			glPopMatrix();
1931 
1932 		} break;
1933 		default: break;
1934 	}
1935 };
1936 
_setup_lights(LightInstance ** p_lights,int p_light_count)1937 void RasterizerIPhone::_setup_lights(LightInstance **p_lights, int p_light_count) {
1938 
1939 	for (int i = 0; i < MAX_LIGHTS; i++) {
1940 
1941 		if (i < p_light_count) {
1942 			glEnable(GL_LIGHT0 + i);
1943 			_setup_light(p_lights[i], i);
1944 		} else {
1945 			glDisable(GL_LIGHT0 + i);
1946 		}
1947 	}
1948 }
1949 
1950 static const int gl_client_states[] = {
1951 
1952 	GL_VERTEX_ARRAY,
1953 	GL_NORMAL_ARRAY,
1954 	-1, // ARRAY_TANGENT
1955 	GL_COLOR_ARRAY,
1956 	GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV
1957 	GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV2
1958 	-1, // ARRAY_BONES
1959 	-1, // ARRAY_WEIGHTS
1960 	-1, // ARRAY_INDEX
1961 };
1962 
_setup_geometry(const Geometry * p_geometry,const Material * p_material)1963 void RasterizerIPhone::_setup_geometry(const Geometry *p_geometry, const Material *p_material) {
1964 
1965 	switch (p_geometry->type) {
1966 
1967 		case Geometry::GEOMETRY_SURFACE: {
1968 
1969 			Surface *surf = (Surface *)p_geometry;
1970 			uint8_t *base = 0;
1971 			bool use_VBO = (surf->array_local == 0);
1972 
1973 			if (!use_VBO) {
1974 
1975 				base = surf->array_local;
1976 				glBindBuffer(GL_ARRAY_BUFFER, 0);
1977 
1978 			} else {
1979 
1980 				glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
1981 			};
1982 
1983 			const Surface::ArrayData *a = surf->array;
1984 			for (int i = 0; i < VS::ARRAY_MAX; i++) {
1985 
1986 				const Surface::ArrayData &ad = surf->array[i];
1987 				if (ad.size == 0) {
1988 					if (gl_client_states[i] != -1) {
1989 						glDisableClientState(gl_client_states[i]);
1990 					};
1991 					continue; // this one is disabled.
1992 				}
1993 				ERR_CONTINUE(!ad.configured);
1994 
1995 				if (gl_client_states[i] != -1) {
1996 					glEnableClientState(gl_client_states[i]);
1997 				};
1998 
1999 				switch (i) {
2000 
2001 					case VS::ARRAY_VERTEX:
2002 						if (!use_VBO)
2003 							glVertexPointer(3, GL_FLOAT, surf->stride, (GLvoid *)&base[a->ofs]);
2004 						else if (surf->array[VS::ARRAY_BONES].size)
2005 							glVertexPointer(3, GL_FLOAT, 0, skinned_buffer);
2006 						else
2007 							glVertexPointer(3, GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
2008 						break;
2009 
2010 					case VS::ARRAY_NORMAL:
2011 						if (use_VBO)
2012 							glNormalPointer(GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
2013 						else
2014 							glNormalPointer(GL_FLOAT, surf->stride, (GLvoid *)&base[a->ofs]);
2015 						break;
2016 					case VS::ARRAY_TANGENT:
2017 						break;
2018 					case VS::ARRAY_COLOR:
2019 						if (use_VBO)
2020 							glColorPointer(4, GL_UNSIGNED_BYTE, surf->stride, (GLvoid *)a->ofs);
2021 						else
2022 							glColorPointer(4, GL_UNSIGNED_BYTE, surf->stride, (GLvoid *)&base[a->ofs]);
2023 						break;
2024 					case VS::ARRAY_TEX_UV:
2025 					case VS::ARRAY_TEX_UV2:
2026 						if (use_VBO)
2027 							glTexCoordPointer(2, GL_FLOAT, surf->stride, (GLvoid *)a->ofs);
2028 						else
2029 							glTexCoordPointer(2, GL_FLOAT, surf->stride, &base[a->ofs]);
2030 						break;
2031 					case VS::ARRAY_BONES:
2032 					case VS::ARRAY_WEIGHTS:
2033 					case VS::ARRAY_INDEX:
2034 						break;
2035 				};
2036 			}
2037 
2038 			// process skeleton here
2039 
2040 		} break;
2041 
2042 		default: break;
2043 	};
2044 };
2045 
2046 static const GLenum gl_primitive[] = {
2047 	GL_POINTS,
2048 	GL_LINES,
2049 	GL_LINE_STRIP,
2050 	GL_LINE_LOOP,
2051 	GL_TRIANGLES,
2052 	GL_TRIANGLE_STRIP,
2053 	GL_TRIANGLE_FAN
2054 };
2055 
_render(const Geometry * p_geometry,const Material * p_material,const Skeleton * p_skeleton)2056 void RasterizerIPhone::_render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton) {
2057 
2058 	switch (p_geometry->type) {
2059 
2060 		case Geometry::GEOMETRY_SURFACE: {
2061 
2062 			Surface *s = (Surface *)p_geometry;
2063 
2064 			if (s->index_array_len > 0) {
2065 
2066 				if (s->index_array_local) {
2067 
2068 					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);
2069 
2070 				} else {
2071 
2072 					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
2073 					glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->index_array_len > (1 << 8)) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, 0);
2074 				}
2075 
2076 			} else {
2077 
2078 				glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
2079 			};
2080 		} break;
2081 
2082 		default: break;
2083 	};
2084 };
2085 
_render_list_forward(RenderList * p_render_list)2086 void RasterizerIPhone::_render_list_forward(RenderList *p_render_list) {
2087 
2088 	const Material *prev_material = NULL;
2089 	uint64_t prev_light_hash = 0;
2090 	const Skeleton *prev_skeleton = NULL;
2091 	const Geometry *prev_geometry = NULL;
2092 	const ParamOverrideMap *prev_overrides = NULL; // make it diferent than NULL
2093 
2094 	Geometry::Type prev_geometry_type = Geometry::GEOMETRY_INVALID;
2095 
2096 	glMatrixMode(GL_PROJECTION);
2097 	glLoadMatrixf(&camera_projection.matrix[0][0]);
2098 
2099 	for (int i = 0; i < p_render_list->element_count; i++) {
2100 
2101 		RenderList::Element *e = p_render_list->elements[i];
2102 		const Material *material = e->material;
2103 		uint64_t light_hash = e->light_hash;
2104 		const Skeleton *skeleton = e->skeleton;
2105 		const Geometry *geometry = e->geometry;
2106 		const ParamOverrideMap *material_overrides = e->material_overrides;
2107 
2108 		if (material != prev_material || geometry->type != prev_geometry_type) {
2109 			_setup_material(e->geometry, material);
2110 			//_setup_material_overrides(e->material,NULL,material_overrides);
2111 			//_setup_material_skeleton(material,skeleton);
2112 		} else {
2113 
2114 			if (material_overrides != prev_overrides) {
2115 
2116 				//_setup_material_overrides(e->material,prev_overrides,material_overrides);
2117 			}
2118 
2119 			if (prev_skeleton != skeleton) {
2120 				//_setup_material_skeleton(material,skeleton);
2121 			};
2122 		}
2123 
2124 		if (geometry != prev_geometry || geometry->type != prev_geometry_type) {
2125 
2126 			_setup_geometry(geometry, material);
2127 		};
2128 
2129 		if (i == 0 || light_hash != prev_light_hash)
2130 			_setup_lights(e->lights, e->light_count);
2131 
2132 		glMatrixMode(GL_MODELVIEW);
2133 		_gl_load_transform(camera_transform_inverse);
2134 		_gl_mult_transform(e->transform);
2135 
2136 		_render(geometry, material, skeleton);
2137 
2138 		prev_material = material;
2139 		prev_skeleton = skeleton;
2140 		prev_geometry = geometry;
2141 		prev_light_hash = e->light_hash;
2142 		prev_geometry_type = geometry->type;
2143 		prev_overrides = material_overrides;
2144 	}
2145 };
2146 
end_scene()2147 void RasterizerIPhone::end_scene() {
2148 
2149 	glEnable(GL_BLEND);
2150 	glDepthMask(GL_FALSE);
2151 
2152 	opaque_render_list.sort_mat_light();
2153 	_render_list_forward(&opaque_render_list);
2154 
2155 	glDisable(GL_BLEND);
2156 	glDepthMask(GL_TRUE);
2157 
2158 	alpha_render_list.sort_z();
2159 	_render_list_forward(&alpha_render_list);
2160 }
end_shadow_map()2161 void RasterizerIPhone::end_shadow_map() {
2162 }
2163 
end_frame()2164 void RasterizerIPhone::end_frame() {
2165 
2166 	//ContextGL::get_singleton()->swap_buffers();
2167 }
2168 
2169 /* CANVAS API */
2170 
canvas_begin()2171 void RasterizerIPhone::canvas_begin() {
2172 
2173 	glDisable(GL_CULL_FACE);
2174 	glDisable(GL_DEPTH_TEST);
2175 	glEnable(GL_BLEND);
2176 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2177 	glLineWidth(1.0);
2178 	glDisable(GL_LIGHTING);
2179 
2180 	glMatrixMode(GL_PROJECTION);
2181 	glLoadIdentity();
2182 }
canvas_set_transparency(float p_transparency)2183 void RasterizerIPhone::canvas_set_transparency(float p_transparency) {
2184 }
2185 
canvas_set_rect(const Rect2 & p_rect,bool p_clip)2186 void RasterizerIPhone::canvas_set_rect(const Rect2 &p_rect, bool p_clip) {
2187 
2188 	glMatrixMode(GL_MODELVIEW);
2189 	glLoadIdentity();
2190 	glScalef(2.0 / window_size.x, -2.0 / window_size.y, 0);
2191 	glTranslatef((-(window_size.x / 2.0)) + p_rect.pos.x, (-(window_size.y / 2.0)) + p_rect.pos.y, 0);
2192 
2193 	if (p_clip) {
2194 
2195 		glEnable(GL_SCISSOR_TEST);
2196 		glScissor(viewport.x + p_rect.pos.x, viewport.y + (viewport.height - (p_rect.pos.y + p_rect.size.height)),
2197 				p_rect.size.width, p_rect.size.height);
2198 	} else {
2199 
2200 		glDisable(GL_SCISSOR_TEST);
2201 	}
2202 }
canvas_draw_line(const Point2 & p_from,const Point2 & p_to,const Color & p_color,float p_width)2203 void RasterizerIPhone::canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) {
2204 
2205 	glColor4f(1, 1, 1, 1);
2206 
2207 	float verts[6] = {
2208 		p_from.x, p_from.y, 0,
2209 		p_to.x, p_to.y, 0
2210 	};
2211 
2212 	float colors[] = {
2213 		p_color.r,
2214 		p_color.g,
2215 		p_color.b,
2216 		p_color.a,
2217 		p_color.r,
2218 		p_color.g,
2219 		p_color.b,
2220 		p_color.a,
2221 	};
2222 	glLineWidth(p_width);
2223 	_draw_primitive(2, verts, 0, colors, 0);
2224 }
2225 
_draw_textured_quad(const Rect2 & p_rect,const Rect2 & p_src_region,const Size2 & p_tex_size)2226 static void _draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size) {
2227 
2228 	float texcoords[] = {
2229 		p_src_region.pos.x / p_tex_size.width,
2230 		p_src_region.pos.y / p_tex_size.height,
2231 
2232 		(p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width,
2233 		p_src_region.pos.y / p_tex_size.height,
2234 
2235 		(p_src_region.pos.x + p_src_region.size.width) / p_tex_size.width,
2236 		(p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height,
2237 
2238 		p_src_region.pos.x / p_tex_size.width,
2239 		(p_src_region.pos.y + p_src_region.size.height) / p_tex_size.height,
2240 	};
2241 
2242 	float coords[] = {
2243 		p_rect.pos.x, p_rect.pos.y, 0,
2244 		p_rect.pos.x + p_rect.size.width, p_rect.pos.y, 0,
2245 		p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height, 0,
2246 		p_rect.pos.x, p_rect.pos.y + p_rect.size.height, 0
2247 	};
2248 
2249 	_draw_primitive(4, coords, 0, 0, texcoords);
2250 }
2251 
_draw_quad(const Rect2 & p_rect)2252 static void _draw_quad(const Rect2 &p_rect) {
2253 
2254 	float coords[] = {
2255 		p_rect.pos.x, p_rect.pos.y, 0,
2256 		p_rect.pos.x + p_rect.size.width, p_rect.pos.y, 0,
2257 		p_rect.pos.x + p_rect.size.width, p_rect.pos.y + p_rect.size.height, 0,
2258 		p_rect.pos.x, p_rect.pos.y + p_rect.size.height, 0
2259 	};
2260 
2261 	_draw_primitive(4, coords, 0, 0, 0);
2262 }
2263 
canvas_draw_rect(const Rect2 & p_rect,bool p_region,const Rect2 & p_source,bool p_tile,RID p_texture,const Color & p_modulate)2264 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) {
2265 
2266 	glColor4f(p_modulate.r, p_modulate.g, p_modulate.b, p_modulate.a);
2267 
2268 	if (p_texture.is_valid()) {
2269 
2270 		glEnable(GL_TEXTURE_2D);
2271 		Texture *texture = texture_owner.get(p_texture);
2272 		ERR_FAIL_COND(!texture);
2273 		glActiveTexture(GL_TEXTURE0);
2274 		glBindTexture(GL_TEXTURE_2D, texture->tex_id);
2275 
2276 		if (!p_region) {
2277 
2278 			Rect2 region = Rect2(0, 0, texture->width, texture->height);
2279 			_draw_textured_quad(p_rect, region, region.size);
2280 
2281 		} else {
2282 
2283 			_draw_textured_quad(p_rect, p_source, Size2(texture->width, texture->height));
2284 		}
2285 	} else {
2286 
2287 		_draw_quad(p_rect);
2288 	}
2289 }
canvas_draw_style_box(const Rect2 & p_rect,const Rect2 & p_src_region,RID p_texture,const float * p_margin,bool p_draw_center)2290 void RasterizerIPhone::canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margin, bool p_draw_center) {
2291 
2292 	glColor4f(1, 1, 1, 1);
2293 
2294 	Texture *texture = texture_owner.get(p_texture);
2295 	ERR_FAIL_COND(!texture);
2296 
2297 	glEnable(GL_TEXTURE_2D);
2298 	glActiveTexture(GL_TEXTURE0);
2299 	glBindTexture(GL_TEXTURE_2D, texture->tex_id);
2300 
2301 	Rect2 region = p_src_region;
2302 	if (region.size.width <= 0)
2303 		region.size.width = texture->width;
2304 	if (region.size.height <= 0)
2305 		region.size.height = texture->height;
2306 	/* CORNERS */
2307 	_draw_textured_quad( // top left
2308 			Rect2(p_rect.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
2309 			Rect2(region.pos, Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP])),
2310 			Size2(texture->width, texture->height));
2311 
2312 	_draw_textured_quad( // top right
2313 			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])),
2314 			Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_TOP])),
2315 			Size2(texture->width, texture->height));
2316 
2317 	_draw_textured_quad( // bottom left
2318 			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])),
2319 			Rect2(Point2(region.pos.x, region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT], p_margin[MARGIN_BOTTOM])),
2320 			Size2(texture->width, texture->height));
2321 
2322 	_draw_textured_quad( // bottom right
2323 			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])),
2324 			Rect2(Point2(region.pos.x + region.size.width - p_margin[MARGIN_RIGHT], region.pos.y + region.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT], p_margin[MARGIN_BOTTOM])),
2325 			Size2(texture->width, texture->height));
2326 
2327 	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]));
2328 
2329 	Rect2 src_center(Point2(region.pos.x + p_margin[MARGIN_LEFT], region.pos.y + p_margin[MARGIN_TOP]), Size2(region.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], region.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM]));
2330 
2331 	_draw_textured_quad( // top
2332 			Rect2(Point2(rect_center.pos.x, p_rect.pos.y), Size2(rect_center.size.width, p_margin[MARGIN_TOP])),
2333 			Rect2(Point2(src_center.pos.x, region.pos.y), Size2(src_center.size.width, p_margin[MARGIN_TOP])),
2334 			Size2(texture->width, texture->height));
2335 
2336 	_draw_textured_quad( // bottom
2337 			Rect2(Point2(rect_center.pos.x, rect_center.pos.y + rect_center.size.height), Size2(rect_center.size.width, p_margin[MARGIN_BOTTOM])),
2338 			Rect2(Point2(src_center.pos.x, src_center.pos.y + src_center.size.height), Size2(src_center.size.width, p_margin[MARGIN_BOTTOM])),
2339 			Size2(texture->width, texture->height));
2340 
2341 	_draw_textured_quad( // left
2342 			Rect2(Point2(p_rect.pos.x, rect_center.pos.y), Size2(p_margin[MARGIN_LEFT], rect_center.size.height)),
2343 			Rect2(Point2(region.pos.x, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT], src_center.size.height)),
2344 			Size2(texture->width, texture->height));
2345 
2346 	_draw_textured_quad( // right
2347 			Rect2(Point2(rect_center.pos.x + rect_center.size.width, rect_center.pos.y), Size2(p_margin[MARGIN_RIGHT], rect_center.size.height)),
2348 			Rect2(Point2(src_center.pos.x + src_center.size.width, region.pos.y + p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT], src_center.size.height)),
2349 			Size2(texture->width, texture->height));
2350 
2351 	if (p_draw_center) {
2352 
2353 		_draw_textured_quad(
2354 				rect_center,
2355 				src_center,
2356 				Size2(texture->width, texture->height));
2357 	}
2358 }
canvas_draw_primitive(const Vector<Point2> & p_points,const Vector<Color> & p_colors,const Vector<Point2> & p_uvs,RID p_texture)2359 void RasterizerIPhone::canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture) {
2360 
2361 	ERR_FAIL_COND(p_points.size() < 1);
2362 	float verts[12];
2363 	float uvs[8];
2364 	float colors[16];
2365 
2366 	glColor4f(1, 1, 1, 1);
2367 
2368 	int idx = 0;
2369 	for (int i = 0; i < p_points.size(); i++) {
2370 
2371 		verts[idx++] = p_points[i].x;
2372 		verts[idx++] = p_points[i].y;
2373 		verts[idx++] = 0;
2374 	}
2375 
2376 	idx = 0;
2377 	for (int i = 0; i < p_uvs.size(); i++) {
2378 
2379 		uvs[idx++] = p_uvs[i].x;
2380 		uvs[idx++] = p_uvs[i].y;
2381 	}
2382 
2383 	idx = 0;
2384 	for (int i = 0; i < p_colors.size(); i++) {
2385 
2386 		colors[idx++] = p_colors[i].r;
2387 		colors[idx++] = p_colors[i].g;
2388 		colors[idx++] = p_colors[i].b;
2389 		colors[idx++] = p_colors[i].a;
2390 	};
2391 
2392 	if (p_texture.is_valid()) {
2393 		glEnable(GL_TEXTURE_2D);
2394 		Texture *texture = texture_owner.get(p_texture);
2395 		if (texture) {
2396 			glActiveTexture(GL_TEXTURE0);
2397 			glBindTexture(GL_TEXTURE_2D, texture->tex_id);
2398 		}
2399 	}
2400 
2401 	_draw_primitive(p_points.size(), &verts[0], NULL, p_colors.size() ? &colors[0] : NULL, p_uvs.size() ? uvs : NULL);
2402 }
2403 
2404 /* FX */
2405 
fx_create()2406 RID RasterizerIPhone::fx_create() {
2407 
2408 	return RID();
2409 }
fx_get_effects(RID p_fx,List<String> * p_effects) const2410 void RasterizerIPhone::fx_get_effects(RID p_fx, List<String> *p_effects) const {
2411 }
fx_set_active(RID p_fx,const String & p_effect,bool p_active)2412 void RasterizerIPhone::fx_set_active(RID p_fx, const String &p_effect, bool p_active) {
2413 }
fx_is_active(RID p_fx,const String & p_effect) const2414 bool RasterizerIPhone::fx_is_active(RID p_fx, const String &p_effect) const {
2415 
2416 	return false;
2417 }
fx_get_effect_params(RID p_fx,const String & p_effect,List<PropertyInfo> * p_params) const2418 void RasterizerIPhone::fx_get_effect_params(RID p_fx, const String &p_effect, List<PropertyInfo> *p_params) const {
2419 }
fx_get_effect_param(RID p_fx,const String & p_effect,const String & p_param) const2420 Variant RasterizerIPhone::fx_get_effect_param(RID p_fx, const String &p_effect, const String &p_param) const {
2421 
2422 	return Variant();
2423 }
fx_set_effect_param(RID p_fx,const String & p_effect,const String & p_param,const Variant & p_pvalue)2424 void RasterizerIPhone::fx_set_effect_param(RID p_fx, const String &p_effect, const String &p_param, const Variant &p_pvalue) {
2425 }
2426 
2427 /*MISC*/
2428 
is_texture(const RID & p_rid) const2429 bool RasterizerIPhone::is_texture(const RID &p_rid) const {
2430 
2431 	return texture_owner.owns(p_rid);
2432 }
is_material(const RID & p_rid) const2433 bool RasterizerIPhone::is_material(const RID &p_rid) const {
2434 
2435 	return material_owner.owns(p_rid);
2436 }
is_mesh(const RID & p_rid) const2437 bool RasterizerIPhone::is_mesh(const RID &p_rid) const {
2438 
2439 	return mesh_owner.owns(p_rid);
2440 }
is_multimesh(const RID & p_rid) const2441 bool RasterizerIPhone::is_multimesh(const RID &p_rid) const {
2442 
2443 	return false;
2444 }
is_poly(const RID & p_rid) const2445 bool RasterizerIPhone::is_poly(const RID &p_rid) const {
2446 
2447 	return poly_owner.owns(p_rid);
2448 }
is_particles(const RID & p_beam) const2449 bool RasterizerIPhone::is_particles(const RID &p_beam) const {
2450 
2451 	return false;
2452 }
2453 
is_beam(const RID & p_beam) const2454 bool RasterizerIPhone::is_beam(const RID &p_beam) const {
2455 
2456 	return false;
2457 }
2458 
is_light(const RID & p_rid) const2459 bool RasterizerIPhone::is_light(const RID &p_rid) const {
2460 
2461 	return light_owner.owns(p_rid);
2462 }
is_light_instance(const RID & p_rid) const2463 bool RasterizerIPhone::is_light_instance(const RID &p_rid) const {
2464 
2465 	return light_instance_owner.owns(p_rid);
2466 }
is_particles_instance(const RID & p_rid) const2467 bool RasterizerIPhone::is_particles_instance(const RID &p_rid) const {
2468 
2469 	return false;
2470 }
is_skeleton(const RID & p_rid) const2471 bool RasterizerIPhone::is_skeleton(const RID &p_rid) const {
2472 
2473 	return skeleton_owner.owns(p_rid);
2474 }
is_fx(const RID & p_rid) const2475 bool RasterizerIPhone::is_fx(const RID &p_rid) const {
2476 
2477 	return fx_owner.owns(p_rid);
2478 }
is_shader(const RID & p_rid) const2479 bool RasterizerIPhone::is_shader(const RID &p_rid) const {
2480 
2481 	return false;
2482 }
2483 
free(const RID & p_rid) const2484 void RasterizerIPhone::free(const RID &p_rid) const {
2485 
2486 	if (texture_owner.owns(p_rid)) {
2487 
2488 		// delete the texture
2489 		Texture *texture = texture_owner.get(p_rid);
2490 
2491 		glDeleteTextures(1, &texture->tex_id);
2492 
2493 		texture_owner.free(p_rid);
2494 		memdelete(texture);
2495 
2496 	} else if (material_owner.owns(p_rid)) {
2497 
2498 		Material *material = material_owner.get(p_rid);
2499 		ERR_FAIL_COND(!material);
2500 
2501 		material_owner.free(p_rid);
2502 		memdelete(material);
2503 
2504 	} else if (mesh_owner.owns(p_rid)) {
2505 
2506 		Mesh *mesh = mesh_owner.get(p_rid);
2507 		ERR_FAIL_COND(!mesh);
2508 		for (int i = 0; i < mesh->surfaces.size(); i++) {
2509 
2510 			Surface *surface = mesh->surfaces[i];
2511 			if (surface->array_local != 0) {
2512 				memfree(surface->array_local);
2513 			};
2514 			if (surface->index_array_local != 0) {
2515 				memfree(surface->index_array_local);
2516 			};
2517 
2518 			if (surface->vertex_id)
2519 				glDeleteBuffers(1, &surface->vertex_id);
2520 			if (surface->index_id)
2521 				glDeleteBuffers(1, &surface->index_id);
2522 
2523 			memdelete(surface);
2524 		};
2525 
2526 		mesh->surfaces.clear();
2527 
2528 		mesh_owner.free(p_rid);
2529 		memdelete(mesh);
2530 
2531 	} else if (skeleton_owner.owns(p_rid)) {
2532 
2533 		Skeleton *skeleton = skeleton_owner.get(p_rid);
2534 		ERR_FAIL_COND(!skeleton)
2535 
2536 		skeleton_owner.free(p_rid);
2537 		memdelete(skeleton);
2538 
2539 	} else if (light_owner.owns(p_rid)) {
2540 
2541 		Light *light = light_owner.get(p_rid);
2542 		ERR_FAIL_COND(!light)
2543 
2544 		light_owner.free(p_rid);
2545 		memdelete(light);
2546 
2547 	} else if (light_instance_owner.owns(p_rid)) {
2548 
2549 		LightInstance *light_instance = light_instance_owner.get(p_rid);
2550 		ERR_FAIL_COND(!light_instance);
2551 
2552 		light_instance_owner.free(p_rid);
2553 		memdelete(light_instance);
2554 
2555 	} else if (fx_owner.owns(p_rid)) {
2556 
2557 		FX *fx = fx_owner.get(p_rid);
2558 		ERR_FAIL_COND(!fx);
2559 
2560 		fx_owner.free(p_rid);
2561 		memdelete(fx);
2562 	};
2563 }
2564 
init()2565 void RasterizerIPhone::init() {
2566 
2567 	glEnable(GL_DEPTH_TEST);
2568 	glDepthFunc(GL_LEQUAL);
2569 	glFrontFace(GL_CW);
2570 
2571 	glEnable(GL_TEXTURE_2D);
2572 }
2573 
finish()2574 void RasterizerIPhone::finish() {
2575 }
2576 
get_render_info(VS::RenderInfo p_info)2577 int RasterizerIPhone::get_render_info(VS::RenderInfo p_info) {
2578 
2579 	return false;
2580 }
2581 
RasterizerIPhone()2582 RasterizerIPhone::RasterizerIPhone() {
2583 
2584 	frame = 0;
2585 };
2586 
~RasterizerIPhone()2587 RasterizerIPhone::~RasterizerIPhone(){
2588 
2589 };
2590 
2591 #endif
2592