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/*************************************************************************/
/* rasterizer_canvas_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "rasterizer_canvas_gles2.h"
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# include "core/os/os.h"
# include "core/project_settings.h"
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# include "rasterizer_scene_gles2.h"
# include "servers/visual/visual_server_raster.h"
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# ifndef GLES_OVER_GL
# define glClearDepth glClearDepthf
# endif
RID RasterizerCanvasGLES2 : : light_internal_create ( ) {
return RID ( ) ;
}
void RasterizerCanvasGLES2 : : light_internal_update ( RID p_rid , Light * p_light ) {
}
void RasterizerCanvasGLES2 : : light_internal_free ( RID p_rid ) {
}
void RasterizerCanvasGLES2 : : _set_uniforms ( ) {
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : PROJECTION_MATRIX , state . uniforms . projection_matrix ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : MODELVIEW_MATRIX , state . uniforms . modelview_matrix ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : EXTRA_MATRIX , state . uniforms . extra_matrix ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : FINAL_MODULATE , state . uniforms . final_modulate ) ;
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : TIME , storage - > frame . time [ 0 ] ) ;
if ( storage - > frame . current_rt ) {
Vector2 screen_pixel_size ;
screen_pixel_size . x = 1.0 / storage - > frame . current_rt - > width ;
screen_pixel_size . y = 1.0 / storage - > frame . current_rt - > height ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SCREEN_PIXEL_SIZE , screen_pixel_size ) ;
}
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if ( state . using_skeleton ) {
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SKELETON_TRANSFORM , state . skeleton_transform ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SKELETON_TRANSFORM_INVERSE , state . skeleton_transform_inverse ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SKELETON_TEXTURE_SIZE , state . skeleton_texture_size ) ;
}
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if ( state . using_light ) {
Light * light = state . using_light ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_MATRIX , light - > light_shader_xform ) ;
Transform2D basis_inverse = light - > light_shader_xform . affine_inverse ( ) . orthonormalized ( ) ;
basis_inverse [ 2 ] = Vector2 ( ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_MATRIX_INVERSE , basis_inverse ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_LOCAL_MATRIX , light - > xform_cache . affine_inverse ( ) ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_COLOR , light - > color * light - > energy ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_POS , light - > light_shader_pos ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_HEIGHT , light - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_OUTSIDE_ALPHA , light - > mode = = VS : : CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0 ) ;
if ( state . using_shadow ) {
RasterizerStorageGLES2 : : CanvasLightShadow * cls = storage - > canvas_light_shadow_owner . get ( light - > shadow_buffer ) ;
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 5 ) ;
glBindTexture ( GL_TEXTURE_2D , cls - > distance ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SHADOW_MATRIX , light - > shadow_matrix_cache ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_SHADOW_COLOR , light - > shadow_color ) ;
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SHADOWPIXEL_SIZE , ( 1.0 / light - > shadow_buffer_size ) * ( 1.0 + light - > shadow_smooth ) ) ;
if ( light - > radius_cache = = 0 ) {
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SHADOW_GRADIENT , 0.0 ) ;
} else {
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SHADOW_GRADIENT , light - > shadow_gradient_length / ( light - > radius_cache * 1.1 ) ) ;
}
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SHADOW_DISTANCE_MULT , light - > radius_cache * 1.1 ) ;
/*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
canvas_shader . set_uniform ( CanvasShaderGLES2 : : SHADOW_ESM_MULTIPLIER , light - > shadow_esm_mult ) ;
canvas_shader . set_uniform ( CanvasShaderGLES2 : : LIGHT_SHADOW_COLOR , light - > shadow_color ) ; */
}
}
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}
void RasterizerCanvasGLES2 : : canvas_begin ( ) {
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state . canvas_shader . bind ( ) ;
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state . using_transparent_rt = false ;
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if ( storage - > frame . current_rt ) {
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
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state . using_transparent_rt = storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ;
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}
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if ( storage - > frame . clear_request ) {
glClearColor ( storage - > frame . clear_request_color . r ,
storage - > frame . clear_request_color . g ,
storage - > frame . clear_request_color . b ,
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state . using_transparent_rt ? storage - > frame . clear_request_color . a : 1.0 ) ;
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glClear ( GL_COLOR_BUFFER_BIT ) ;
storage - > frame . clear_request = false ;
}
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/*
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if ( storage - > frame . current_rt ) {
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
glColorMask ( 1 , 1 , 1 , 1 ) ;
}
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*/
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reset_canvas ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
// set up default uniforms
Transform canvas_transform ;
if ( storage - > frame . current_rt ) {
float csy = 1.0 ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) {
csy = - 1.0 ;
}
canvas_transform . translate ( - ( storage - > frame . current_rt - > width / 2.0f ) , - ( storage - > frame . current_rt - > height / 2.0f ) , 0.0f ) ;
canvas_transform . scale ( Vector3 ( 2.0f / storage - > frame . current_rt - > width , csy * - 2.0f / storage - > frame . current_rt - > height , 1.0f ) ) ;
} else {
Vector2 ssize = OS : : get_singleton ( ) - > get_window_size ( ) ;
canvas_transform . translate ( - ( ssize . width / 2.0f ) , - ( ssize . height / 2.0f ) , 0.0f ) ;
canvas_transform . scale ( Vector3 ( 2.0f / ssize . width , - 2.0f / ssize . height , 1.0f ) ) ;
}
state . uniforms . projection_matrix = canvas_transform ;
state . uniforms . final_modulate = Color ( 1 , 1 , 1 , 1 ) ;
state . uniforms . modelview_matrix = Transform2D ( ) ;
state . uniforms . extra_matrix = Transform2D ( ) ;
_set_uniforms ( ) ;
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_bind_quad_buffer ( ) ;
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}
void RasterizerCanvasGLES2 : : canvas_end ( ) {
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
for ( int i = 0 ; i < VS : : ARRAY_MAX ; i + + ) {
glDisableVertexAttribArray ( i ) ;
}
state . using_texture_rect = false ;
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state . using_skeleton = false ;
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state . using_ninepatch = false ;
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state . using_transparent_rt = false ;
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}
RasterizerStorageGLES2 : : Texture * RasterizerCanvasGLES2 : : _bind_canvas_texture ( const RID & p_texture , const RID & p_normal_map ) {
RasterizerStorageGLES2 : : Texture * tex_return = NULL ;
if ( p_texture . is_valid ( ) ) {
RasterizerStorageGLES2 : : Texture * texture = storage - > texture_owner . getornull ( p_texture ) ;
if ( ! texture ) {
state . current_tex = RID ( ) ;
state . current_tex_ptr = NULL ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
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} else {
texture = texture - > get_ptr ( ) ;
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if ( texture - > redraw_if_visible ) {
VisualServerRaster : : redraw_request ( ) ;
}
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if ( texture - > render_target ) {
texture - > render_target - > used_in_frame = true ;
}
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 1 ) ;
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glBindTexture ( GL_TEXTURE_2D , texture - > tex_id ) ;
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state . current_tex = p_texture ;
state . current_tex_ptr = texture ;
tex_return = texture ;
}
} else {
state . current_tex = RID ( ) ;
state . current_tex_ptr = NULL ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
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}
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if ( p_normal_map = = state . current_normal ) {
//do none
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : USE_DEFAULT_NORMAL , state . current_normal . is_valid ( ) ) ;
} else if ( p_normal_map . is_valid ( ) ) {
RasterizerStorageGLES2 : : Texture * normal_map = storage - > texture_owner . getornull ( p_normal_map ) ;
if ( ! normal_map ) {
state . current_normal = RID ( ) ;
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 2 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . normal_tex ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : USE_DEFAULT_NORMAL , false ) ;
} else {
normal_map = normal_map - > get_ptr ( ) ;
if ( normal_map - > redraw_if_visible ) { //check before proxy, because this is usually used with proxies
VisualServerRaster : : redraw_request ( ) ;
}
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 2 ) ;
glBindTexture ( GL_TEXTURE_2D , normal_map - > tex_id ) ;
state . current_normal = p_normal_map ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : USE_DEFAULT_NORMAL , true ) ;
}
} else {
state . current_normal = RID ( ) ;
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 2 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . normal_tex ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : USE_DEFAULT_NORMAL , false ) ;
}
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return tex_return ;
}
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void RasterizerCanvasGLES2 : : _draw_polygon ( const int * p_indices , int p_index_count , int p_vertex_count , const Vector2 * p_vertices , const Vector2 * p_uvs , const Color * p_colors , bool p_singlecolor , const float * p_weights , const int * p_bones ) {
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glBindBuffer ( GL_ARRAY_BUFFER , data . polygon_buffer ) ;
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uint32_t buffer_ofs = 0 ;
glBufferSubData ( GL_ARRAY_BUFFER , 0 , sizeof ( Vector2 ) * p_vertex_count , p_vertices ) ;
glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , sizeof ( Vector2 ) , NULL ) ;
buffer_ofs + = sizeof ( Vector2 ) * p_vertex_count ;
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if ( p_singlecolor ) {
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glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
Color m = * p_colors ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , m . r , m . g , m . b , m . a ) ;
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} else if ( ! p_colors ) {
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glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
} else {
glBufferSubData ( GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Color ) * p_vertex_count , p_colors ) ;
glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , GL_FALSE , sizeof ( Color ) , ( ( uint8_t * ) 0 ) + buffer_ofs ) ;
buffer_ofs + = sizeof ( Color ) * p_vertex_count ;
}
if ( p_uvs ) {
glBufferSubData ( GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Vector2 ) * p_vertex_count , p_uvs ) ;
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , sizeof ( Vector2 ) , ( ( uint8_t * ) 0 ) + buffer_ofs ) ;
buffer_ofs + = sizeof ( Vector2 ) * p_vertex_count ;
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} else {
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glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
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}
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if ( p_weights & & p_bones ) {
glBufferSubData ( GL_ARRAY_BUFFER , buffer_ofs , sizeof ( float ) * 4 * p_vertex_count , p_weights ) ;
glEnableVertexAttribArray ( VS : : ARRAY_WEIGHTS ) ;
glVertexAttribPointer ( VS : : ARRAY_WEIGHTS , 4 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 4 , ( ( uint8_t * ) 0 ) + buffer_ofs ) ;
buffer_ofs + = sizeof ( float ) * 4 * p_vertex_count ;
glBufferSubData ( GL_ARRAY_BUFFER , buffer_ofs , sizeof ( int ) * 4 * p_vertex_count , p_bones ) ;
glEnableVertexAttribArray ( VS : : ARRAY_BONES ) ;
glVertexAttribPointer ( VS : : ARRAY_BONES , 4 , GL_UNSIGNED_INT , GL_FALSE , sizeof ( int ) * 4 , ( ( uint8_t * ) 0 ) + buffer_ofs ) ;
buffer_ofs + = sizeof ( int ) * 4 * p_vertex_count ;
} else {
glDisableVertexAttribArray ( VS : : ARRAY_WEIGHTS ) ;
glDisableVertexAttribArray ( VS : : ARRAY_BONES ) ;
}
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glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , data . polygon_index_buffer ) ;
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if ( storage - > config . support_32_bits_indices ) { //should check for
glBufferSubData ( GL_ELEMENT_ARRAY_BUFFER , 0 , sizeof ( int ) * p_index_count , p_indices ) ;
glDrawElements ( GL_TRIANGLES , p_index_count , GL_UNSIGNED_INT , 0 ) ;
} else {
uint16_t * index16 = ( uint16_t * ) alloca ( sizeof ( uint16_t ) * p_index_count ) ;
for ( int i = 0 ; i < p_index_count ; i + + ) {
index16 [ i ] = uint16_t ( p_indices [ i ] ) ;
}
glBufferSubData ( GL_ELEMENT_ARRAY_BUFFER , 0 , sizeof ( uint16_t ) * p_index_count , index16 ) ;
glDrawElements ( GL_TRIANGLES , p_index_count , GL_UNSIGNED_SHORT , 0 ) ;
}
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
}
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void RasterizerCanvasGLES2 : : _draw_generic ( GLuint p_primitive , int p_vertex_count , const Vector2 * p_vertices , const Vector2 * p_uvs , const Color * p_colors , bool p_singlecolor ) {
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glBindBuffer ( GL_ARRAY_BUFFER , data . polygon_buffer ) ;
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uint32_t buffer_ofs = 0 ;
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glBufferSubData ( GL_ARRAY_BUFFER , 0 , sizeof ( Vector2 ) * p_vertex_count , p_vertices ) ;
glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , sizeof ( Vector2 ) , ( uint8_t * ) 0 ) ;
buffer_ofs + = sizeof ( Vector2 ) * p_vertex_count ;
if ( p_singlecolor ) {
glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
Color m = * p_colors ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , m . r , m . g , m . b , m . a ) ;
} else if ( ! p_colors ) {
glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
} else {
glBufferSubData ( GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Color ) * p_vertex_count , p_colors ) ;
glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , GL_FALSE , sizeof ( Color ) , ( ( uint8_t * ) 0 ) + buffer_ofs ) ;
buffer_ofs + = sizeof ( Color ) * p_vertex_count ;
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}
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if ( p_uvs ) {
glBufferSubData ( GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Vector2 ) * p_vertex_count , p_uvs ) ;
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , sizeof ( Vector2 ) , ( ( uint8_t * ) 0 ) + buffer_ofs ) ;
} else {
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
}
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glDrawArrays ( p_primitive , 0 , p_vertex_count ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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}
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void RasterizerCanvasGLES2 : : _draw_gui_primitive ( int p_points , const Vector2 * p_vertices , const Color * p_colors , const Vector2 * p_uvs ) {
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static const GLenum prim [ 5 ] = { GL_POINTS , GL_POINTS , GL_LINES , GL_TRIANGLES , GL_TRIANGLE_FAN } ;
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int color_offset = 0 ;
int uv_offset = 0 ;
int stride = 2 ;
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if ( p_colors ) {
color_offset = stride ;
stride + = 4 ;
}
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if ( p_uvs ) {
uv_offset = stride ;
stride + = 2 ;
}
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float buffer_data [ ( 2 + 2 + 4 ) * 4 ] ;
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for ( int i = 0 ; i < p_points ; i + + ) {
buffer_data [ stride * i + 0 ] = p_vertices [ i ] . x ;
buffer_data [ stride * i + 1 ] = p_vertices [ i ] . y ;
}
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if ( p_colors ) {
for ( int i = 0 ; i < p_points ; i + + ) {
buffer_data [ stride * i + color_offset + 0 ] = p_colors [ i ] . r ;
buffer_data [ stride * i + color_offset + 1 ] = p_colors [ i ] . g ;
buffer_data [ stride * i + color_offset + 2 ] = p_colors [ i ] . b ;
buffer_data [ stride * i + color_offset + 3 ] = p_colors [ i ] . a ;
}
}
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if ( p_uvs ) {
for ( int i = 0 ; i < p_points ; i + + ) {
buffer_data [ stride * i + uv_offset + 0 ] = p_uvs [ i ] . x ;
buffer_data [ stride * i + uv_offset + 1 ] = p_uvs [ i ] . y ;
}
}
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glBindBuffer ( GL_ARRAY_BUFFER , data . polygon_buffer ) ;
glBufferSubData ( GL_ARRAY_BUFFER , 0 , p_points * stride * 4 * sizeof ( float ) , buffer_data ) ;
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glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , stride * sizeof ( float ) , NULL ) ;
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if ( p_colors ) {
glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , GL_FALSE , stride * sizeof ( float ) , ( uint8_t * ) 0 + color_offset * sizeof ( float ) ) ;
glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
}
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if ( p_uvs ) {
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , stride * sizeof ( float ) , ( uint8_t * ) 0 + uv_offset * sizeof ( float ) ) ;
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
}
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glDrawArrays ( prim [ p_points ] , 0 , p_points ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
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static const GLenum gl_primitive [ ] = {
GL_POINTS ,
GL_LINES ,
GL_LINE_STRIP ,
GL_LINE_LOOP ,
GL_TRIANGLES ,
GL_TRIANGLE_STRIP ,
GL_TRIANGLE_FAN
} ;
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void RasterizerCanvasGLES2 : : _canvas_item_render_commands ( Item * p_item , Item * current_clip , bool & reclip , RasterizerStorageGLES2 : : Material * p_material ) {
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int command_count = p_item - > commands . size ( ) ;
Item : : Command * * commands = p_item - > commands . ptrw ( ) ;
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for ( int i = 0 ; i < command_count ; i + + ) {
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Item : : Command * command = commands [ i ] ;
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switch ( command - > type ) {
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case Item : : Command : : TYPE_LINE : {
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Item : : CommandLine * line = static_cast < Item : : CommandLine * > ( command ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
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_bind_canvas_texture ( RID ( ) , RID ( ) ) ;
glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttrib4fv ( VS : : ARRAY_COLOR , line - > color . components ) ;
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : MODELVIEW_MATRIX , state . uniforms . modelview_matrix ) ;
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if ( line - > width < = 1 ) {
Vector2 verts [ 2 ] = {
Vector2 ( line - > from . x , line - > from . y ) ,
Vector2 ( line - > to . x , line - > to . y )
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} ;
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_draw_gui_primitive ( 2 , verts , NULL , NULL ) ;
} else {
Vector2 t = ( line - > from - line - > to ) . normalized ( ) . tangent ( ) * line - > width * 0.5 ;
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Vector2 verts [ 4 ] = {
line - > from - t ,
line - > from + t ,
line - > to + t ,
line - > to - t
} ;
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_draw_gui_primitive ( 4 , verts , NULL , NULL ) ;
}
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} break ;
case Item : : Command : : TYPE_RECT : {
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Item : : CommandRect * r = static_cast < Item : : CommandRect * > ( command ) ;
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glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttrib4fv ( VS : : ARRAY_COLOR , r - > modulate . components ) ;
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bool can_tile = true ;
if ( r - > texture . is_valid ( ) & & r - > flags & CANVAS_RECT_TILE & & ! storage - > config . support_npot_repeat_mipmap ) {
// workaround for when setting tiling does not work due to hardware limitation
RasterizerStorageGLES2 : : Texture * texture = storage - > texture_owner . getornull ( r - > texture ) ;
if ( texture ) {
texture = texture - > get_ptr ( ) ;
if ( next_power_of_2 ( texture - > alloc_width ) ! = texture - > alloc_width & & next_power_of_2 ( texture - > alloc_height ) ! = texture - > alloc_height ) {
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_FORCE_REPEAT , true ) ;
can_tile = false ;
}
}
}
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// On some widespread Nvidia cards, the normal draw method can produce some
// flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
// See GH-9913.
// To work it around, we use a simpler draw method which does not flicker, but gives
// a non negligible performance hit, so it's opt-in (GH-24466).
if ( use_nvidia_rect_workaround ) {
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
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Vector2 points [ 4 ] = {
r - > rect . position ,
r - > rect . position + Vector2 ( r - > rect . size . x , 0.0 ) ,
r - > rect . position + r - > rect . size ,
r - > rect . position + Vector2 ( 0.0 , r - > rect . size . y ) ,
} ;
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if ( r - > rect . size . x < 0 ) {
SWAP ( points [ 0 ] , points [ 1 ] ) ;
SWAP ( points [ 2 ] , points [ 3 ] ) ;
}
if ( r - > rect . size . y < 0 ) {
SWAP ( points [ 0 ] , points [ 3 ] ) ;
SWAP ( points [ 1 ] , points [ 2 ] ) ;
}
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RasterizerStorageGLES2 : : Texture * texture = _bind_canvas_texture ( r - > texture , r - > normal_map ) ;
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if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
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Rect2 src_rect = ( r - > flags & CANVAS_RECT_REGION ) ? Rect2 ( r - > source . position * texpixel_size , r - > source . size * texpixel_size ) : Rect2 ( 0 , 0 , 1 , 1 ) ;
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Vector2 uvs [ 4 ] = {
src_rect . position ,
src_rect . position + Vector2 ( src_rect . size . x , 0.0 ) ,
src_rect . position + src_rect . size ,
src_rect . position + Vector2 ( 0.0 , src_rect . size . y ) ,
} ;
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if ( r - > flags & CANVAS_RECT_TRANSPOSE ) {
SWAP ( uvs [ 1 ] , uvs [ 3 ] ) ;
}
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if ( r - > flags & CANVAS_RECT_FLIP_H ) {
SWAP ( uvs [ 0 ] , uvs [ 1 ] ) ;
SWAP ( uvs [ 2 ] , uvs [ 3 ] ) ;
}
if ( r - > flags & CANVAS_RECT_FLIP_V ) {
SWAP ( uvs [ 0 ] , uvs [ 3 ] ) ;
SWAP ( uvs [ 1 ] , uvs [ 2 ] ) ;
}
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
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bool untile = false ;
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if ( can_tile & & r - > flags & CANVAS_RECT_TILE & & ! ( texture - > flags & VS : : TEXTURE_FLAG_REPEAT ) ) {
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glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT ) ;
untile = true ;
}
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_draw_gui_primitive ( 4 , points , NULL , uvs ) ;
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if ( untile ) {
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
}
} else {
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static const Vector2 uvs [ 4 ] = {
Vector2 ( 0.0 , 0.0 ) ,
Vector2 ( 0.0 , 1.0 ) ,
Vector2 ( 1.0 , 1.0 ) ,
Vector2 ( 1.0 , 0.0 ) ,
} ;
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : COLOR_TEXPIXEL_SIZE , Vector2 ( ) ) ;
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_draw_gui_primitive ( 4 , points , NULL , uvs ) ;
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}
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} else {
// This branch is better for performance, but can produce flicker on Nvidia, see above comment.
_bind_quad_buffer ( ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , true ) ;
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if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
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RasterizerStorageGLES2 : : Texture * tex = _bind_canvas_texture ( r - > texture , r - > normal_map ) ;
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if ( ! tex ) {
Rect2 dst_rect = Rect2 ( r - > rect . position , r - > rect . size ) ;
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if ( dst_rect . size . width < 0 ) {
dst_rect . position . x + = dst_rect . size . width ;
dst_rect . size . width * = - 1 ;
}
if ( dst_rect . size . height < 0 ) {
dst_rect . position . y + = dst_rect . size . height ;
dst_rect . size . height * = - 1 ;
}
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : DST_RECT , Color ( dst_rect . position . x , dst_rect . position . y , dst_rect . size . x , dst_rect . size . y ) ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SRC_RECT , Color ( 0 , 0 , 1 , 1 ) ) ;
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glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
} else {
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bool untile = false ;
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if ( can_tile & & r - > flags & CANVAS_RECT_TILE & & ! ( tex - > flags & VS : : TEXTURE_FLAG_REPEAT ) ) {
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glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_REPEAT ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_REPEAT ) ;
untile = true ;
}
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Size2 texpixel_size ( 1.0 / tex - > width , 1.0 / tex - > height ) ;
Rect2 src_rect = ( r - > flags & CANVAS_RECT_REGION ) ? Rect2 ( r - > source . position * texpixel_size , r - > source . size * texpixel_size ) : Rect2 ( 0 , 0 , 1 , 1 ) ;
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Rect2 dst_rect = Rect2 ( r - > rect . position , r - > rect . size ) ;
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if ( dst_rect . size . width < 0 ) {
dst_rect . position . x + = dst_rect . size . width ;
dst_rect . size . width * = - 1 ;
}
if ( dst_rect . size . height < 0 ) {
dst_rect . position . y + = dst_rect . size . height ;
dst_rect . size . height * = - 1 ;
}
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if ( r - > flags & CANVAS_RECT_FLIP_H ) {
src_rect . size . x * = - 1 ;
}
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if ( r - > flags & CANVAS_RECT_FLIP_V ) {
src_rect . size . y * = - 1 ;
}
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if ( r - > flags & CANVAS_RECT_TRANSPOSE ) {
dst_rect . size . x * = - 1 ; // Encoding in the dst_rect.z uniform
}
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : DST_RECT , Color ( dst_rect . position . x , dst_rect . position . y , dst_rect . size . x , dst_rect . size . y ) ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SRC_RECT , Color ( src_rect . position . x , src_rect . position . y , src_rect . size . x , src_rect . size . y ) ) ;
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glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
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if ( untile ) {
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
}
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}
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
}
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_FORCE_REPEAT , false ) ;
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} break ;
case Item : : Command : : TYPE_NINEPATCH : {
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Item : : CommandNinePatch * np = static_cast < Item : : CommandNinePatch * > ( command ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttrib4fv ( VS : : ARRAY_COLOR , np - > color . components ) ;
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RasterizerStorageGLES2 : : Texture * tex = _bind_canvas_texture ( np - > texture , np - > normal_map ) ;
if ( ! tex ) {
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// FIXME: Handle textureless ninepatch gracefully
WARN_PRINT ( " NinePatch without texture not supported yet in GLES2 backend, skipping. " ) ;
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continue ;
}
Size2 texpixel_size ( 1.0 / tex - > width , 1.0 / tex - > height ) ;
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// state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
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Rect2 source = np - > source ;
if ( source . size . x = = 0 & & source . size . y = = 0 ) {
source . size . x = tex - > width ;
source . size . y = tex - > height ;
}
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// prepare vertex buffer
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// this buffer contains [ POS POS UV UV ] *
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float buffer [ 16 * 2 + 16 * 2 ] ;
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{
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// first row
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buffer [ ( 0 * 4 * 4 ) + 0 ] = np - > rect . position . x ;
buffer [ ( 0 * 4 * 4 ) + 1 ] = np - > rect . position . y ;
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buffer [ ( 0 * 4 * 4 ) + 2 ] = source . position . x * texpixel_size . x ;
buffer [ ( 0 * 4 * 4 ) + 3 ] = source . position . y * texpixel_size . y ;
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buffer [ ( 0 * 4 * 4 ) + 4 ] = np - > rect . position . x + np - > margin [ MARGIN_LEFT ] ;
buffer [ ( 0 * 4 * 4 ) + 5 ] = np - > rect . position . y ;
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buffer [ ( 0 * 4 * 4 ) + 6 ] = ( source . position . x + np - > margin [ MARGIN_LEFT ] ) * texpixel_size . x ;
buffer [ ( 0 * 4 * 4 ) + 7 ] = source . position . y * texpixel_size . y ;
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buffer [ ( 0 * 4 * 4 ) + 8 ] = np - > rect . position . x + np - > rect . size . x - np - > margin [ MARGIN_RIGHT ] ;
buffer [ ( 0 * 4 * 4 ) + 9 ] = np - > rect . position . y ;
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buffer [ ( 0 * 4 * 4 ) + 10 ] = ( source . position . x + source . size . x - np - > margin [ MARGIN_RIGHT ] ) * texpixel_size . x ;
buffer [ ( 0 * 4 * 4 ) + 11 ] = source . position . y * texpixel_size . y ;
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buffer [ ( 0 * 4 * 4 ) + 12 ] = np - > rect . position . x + np - > rect . size . x ;
buffer [ ( 0 * 4 * 4 ) + 13 ] = np - > rect . position . y ;
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buffer [ ( 0 * 4 * 4 ) + 14 ] = ( source . position . x + source . size . x ) * texpixel_size . x ;
buffer [ ( 0 * 4 * 4 ) + 15 ] = source . position . y * texpixel_size . y ;
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// second row
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buffer [ ( 1 * 4 * 4 ) + 0 ] = np - > rect . position . x ;
buffer [ ( 1 * 4 * 4 ) + 1 ] = np - > rect . position . y + np - > margin [ MARGIN_TOP ] ;
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buffer [ ( 1 * 4 * 4 ) + 2 ] = source . position . x * texpixel_size . x ;
buffer [ ( 1 * 4 * 4 ) + 3 ] = ( source . position . y + np - > margin [ MARGIN_TOP ] ) * texpixel_size . y ;
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buffer [ ( 1 * 4 * 4 ) + 4 ] = np - > rect . position . x + np - > margin [ MARGIN_LEFT ] ;
buffer [ ( 1 * 4 * 4 ) + 5 ] = np - > rect . position . y + np - > margin [ MARGIN_TOP ] ;
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buffer [ ( 1 * 4 * 4 ) + 6 ] = ( source . position . x + np - > margin [ MARGIN_LEFT ] ) * texpixel_size . x ;
buffer [ ( 1 * 4 * 4 ) + 7 ] = ( source . position . y + np - > margin [ MARGIN_TOP ] ) * texpixel_size . y ;
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buffer [ ( 1 * 4 * 4 ) + 8 ] = np - > rect . position . x + np - > rect . size . x - np - > margin [ MARGIN_RIGHT ] ;
buffer [ ( 1 * 4 * 4 ) + 9 ] = np - > rect . position . y + np - > margin [ MARGIN_TOP ] ;
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buffer [ ( 1 * 4 * 4 ) + 10 ] = ( source . position . x + source . size . x - np - > margin [ MARGIN_RIGHT ] ) * texpixel_size . x ;
buffer [ ( 1 * 4 * 4 ) + 11 ] = ( source . position . y + np - > margin [ MARGIN_TOP ] ) * texpixel_size . y ;
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buffer [ ( 1 * 4 * 4 ) + 12 ] = np - > rect . position . x + np - > rect . size . x ;
buffer [ ( 1 * 4 * 4 ) + 13 ] = np - > rect . position . y + np - > margin [ MARGIN_TOP ] ;
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buffer [ ( 1 * 4 * 4 ) + 14 ] = ( source . position . x + source . size . x ) * texpixel_size . x ;
buffer [ ( 1 * 4 * 4 ) + 15 ] = ( source . position . y + np - > margin [ MARGIN_TOP ] ) * texpixel_size . y ;
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// third row
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buffer [ ( 2 * 4 * 4 ) + 0 ] = np - > rect . position . x ;
buffer [ ( 2 * 4 * 4 ) + 1 ] = np - > rect . position . y + np - > rect . size . y - np - > margin [ MARGIN_BOTTOM ] ;
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buffer [ ( 2 * 4 * 4 ) + 2 ] = source . position . x * texpixel_size . x ;
buffer [ ( 2 * 4 * 4 ) + 3 ] = ( source . position . y + source . size . y - np - > margin [ MARGIN_BOTTOM ] ) * texpixel_size . y ;
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buffer [ ( 2 * 4 * 4 ) + 4 ] = np - > rect . position . x + np - > margin [ MARGIN_LEFT ] ;
buffer [ ( 2 * 4 * 4 ) + 5 ] = np - > rect . position . y + np - > rect . size . y - np - > margin [ MARGIN_BOTTOM ] ;
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buffer [ ( 2 * 4 * 4 ) + 6 ] = ( source . position . x + np - > margin [ MARGIN_LEFT ] ) * texpixel_size . x ;
buffer [ ( 2 * 4 * 4 ) + 7 ] = ( source . position . y + source . size . y - np - > margin [ MARGIN_BOTTOM ] ) * texpixel_size . y ;
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buffer [ ( 2 * 4 * 4 ) + 8 ] = np - > rect . position . x + np - > rect . size . x - np - > margin [ MARGIN_RIGHT ] ;
buffer [ ( 2 * 4 * 4 ) + 9 ] = np - > rect . position . y + np - > rect . size . y - np - > margin [ MARGIN_BOTTOM ] ;
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buffer [ ( 2 * 4 * 4 ) + 10 ] = ( source . position . x + source . size . x - np - > margin [ MARGIN_RIGHT ] ) * texpixel_size . x ;
buffer [ ( 2 * 4 * 4 ) + 11 ] = ( source . position . y + source . size . y - np - > margin [ MARGIN_BOTTOM ] ) * texpixel_size . y ;
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buffer [ ( 2 * 4 * 4 ) + 12 ] = np - > rect . position . x + np - > rect . size . x ;
buffer [ ( 2 * 4 * 4 ) + 13 ] = np - > rect . position . y + np - > rect . size . y - np - > margin [ MARGIN_BOTTOM ] ;
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buffer [ ( 2 * 4 * 4 ) + 14 ] = ( source . position . x + source . size . x ) * texpixel_size . x ;
buffer [ ( 2 * 4 * 4 ) + 15 ] = ( source . position . y + source . size . y - np - > margin [ MARGIN_BOTTOM ] ) * texpixel_size . y ;
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// fourth row
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buffer [ ( 3 * 4 * 4 ) + 0 ] = np - > rect . position . x ;
buffer [ ( 3 * 4 * 4 ) + 1 ] = np - > rect . position . y + np - > rect . size . y ;
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buffer [ ( 3 * 4 * 4 ) + 2 ] = source . position . x * texpixel_size . x ;
buffer [ ( 3 * 4 * 4 ) + 3 ] = ( source . position . y + source . size . y ) * texpixel_size . y ;
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buffer [ ( 3 * 4 * 4 ) + 4 ] = np - > rect . position . x + np - > margin [ MARGIN_LEFT ] ;
buffer [ ( 3 * 4 * 4 ) + 5 ] = np - > rect . position . y + np - > rect . size . y ;
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buffer [ ( 3 * 4 * 4 ) + 6 ] = ( source . position . x + np - > margin [ MARGIN_LEFT ] ) * texpixel_size . x ;
buffer [ ( 3 * 4 * 4 ) + 7 ] = ( source . position . y + source . size . y ) * texpixel_size . y ;
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buffer [ ( 3 * 4 * 4 ) + 8 ] = np - > rect . position . x + np - > rect . size . x - np - > margin [ MARGIN_RIGHT ] ;
buffer [ ( 3 * 4 * 4 ) + 9 ] = np - > rect . position . y + np - > rect . size . y ;
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buffer [ ( 3 * 4 * 4 ) + 10 ] = ( source . position . x + source . size . x - np - > margin [ MARGIN_RIGHT ] ) * texpixel_size . x ;
buffer [ ( 3 * 4 * 4 ) + 11 ] = ( source . position . y + source . size . y ) * texpixel_size . y ;
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buffer [ ( 3 * 4 * 4 ) + 12 ] = np - > rect . position . x + np - > rect . size . x ;
buffer [ ( 3 * 4 * 4 ) + 13 ] = np - > rect . position . y + np - > rect . size . y ;
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buffer [ ( 3 * 4 * 4 ) + 14 ] = ( source . position . x + source . size . x ) * texpixel_size . x ;
buffer [ ( 3 * 4 * 4 ) + 15 ] = ( source . position . y + source . size . y ) * texpixel_size . y ;
}
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glBindBuffer ( GL_ARRAY_BUFFER , data . ninepatch_vertices ) ;
glBufferSubData ( GL_ARRAY_BUFFER , 0 , sizeof ( float ) * ( 16 + 16 ) * 2 , buffer ) ;
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glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , data . ninepatch_elements ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
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glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , 4 * sizeof ( float ) , NULL ) ;
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , 4 * sizeof ( float ) , ( uint8_t * ) 0 + ( sizeof ( float ) * 2 ) ) ;
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glDrawElements ( GL_TRIANGLES , 18 * 3 - ( np - > draw_center ? 0 : 6 ) , GL_UNSIGNED_BYTE , NULL ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
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} break ;
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case Item : : Command : : TYPE_CIRCLE : {
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Item : : CommandCircle * circle = static_cast < Item : : CommandCircle * > ( command ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
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if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
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static const int num_points = 32 ;
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Vector2 points [ num_points + 1 ] ;
points [ num_points ] = circle - > pos ;
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int indices [ num_points * 3 ] ;
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for ( int j = 0 ; j < num_points ; j + + ) {
points [ j ] = circle - > pos + Vector2 ( Math : : sin ( j * Math_PI * 2.0 / num_points ) , Math : : cos ( j * Math_PI * 2.0 / num_points ) ) * circle - > radius ;
indices [ j * 3 + 0 ] = j ;
indices [ j * 3 + 1 ] = ( j + 1 ) % num_points ;
indices [ j * 3 + 2 ] = num_points ;
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}
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_bind_canvas_texture ( RID ( ) , RID ( ) ) ;
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_draw_polygon ( indices , num_points * 3 , num_points + 1 , points , NULL , & circle - > color , true ) ;
} break ;
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case Item : : Command : : TYPE_POLYGON : {
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Item : : CommandPolygon * polygon = static_cast < Item : : CommandPolygon * > ( command ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
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if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
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RasterizerStorageGLES2 : : Texture * texture = _bind_canvas_texture ( polygon - > texture , polygon - > normal_map ) ;
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if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
}
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_draw_polygon ( polygon - > indices . ptr ( ) , polygon - > count , polygon - > points . size ( ) , polygon - > points . ptr ( ) , polygon - > uvs . ptr ( ) , polygon - > colors . ptr ( ) , polygon - > colors . size ( ) = = 1 , polygon - > weights . ptr ( ) , polygon - > bones . ptr ( ) ) ;
} break ;
case Item : : Command : : TYPE_MESH : {
Item : : CommandMesh * mesh = static_cast < Item : : CommandMesh * > ( command ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
RasterizerStorageGLES2 : : Texture * texture = _bind_canvas_texture ( mesh - > texture , mesh - > normal_map ) ;
if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
}
RasterizerStorageGLES2 : : Mesh * mesh_data = storage - > mesh_owner . getornull ( mesh - > mesh ) ;
if ( mesh_data ) {
for ( int j = 0 ; j < mesh_data - > surfaces . size ( ) ; j + + ) {
RasterizerStorageGLES2 : : Surface * s = mesh_data - > surfaces [ j ] ;
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
glBindBuffer ( GL_ARRAY_BUFFER , s - > vertex_id ) ;
if ( s - > index_array_len > 0 ) {
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , s - > index_id ) ;
}
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for ( int k = 0 ; k < VS : : ARRAY_MAX - 1 ; k + + ) {
if ( s - > attribs [ k ] . enabled ) {
glEnableVertexAttribArray ( k ) ;
glVertexAttribPointer ( s - > attribs [ k ] . index , s - > attribs [ k ] . size , s - > attribs [ k ] . type , s - > attribs [ k ] . normalized , s - > attribs [ k ] . stride , ( uint8_t * ) 0 + s - > attribs [ k ] . offset ) ;
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} else {
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glDisableVertexAttribArray ( k ) ;
switch ( k ) {
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case VS : : ARRAY_NORMAL : {
glVertexAttrib4f ( VS : : ARRAY_NORMAL , 0.0 , 0.0 , 1 , 1 ) ;
} break ;
case VS : : ARRAY_COLOR : {
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
} break ;
default : { }
}
}
}
if ( s - > index_array_len > 0 ) {
glDrawElements ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 ) ;
} else {
glDrawArrays ( gl_primitive [ s - > primitive ] , 0 , s - > array_len ) ;
}
}
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for ( int j = 1 ; j < VS : : ARRAY_MAX - 1 ; j + + ) {
glDisableVertexAttribArray ( j ) ;
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}
}
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} break ;
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case Item : : Command : : TYPE_MULTIMESH : {
Item : : CommandMultiMesh * mmesh = static_cast < Item : : CommandMultiMesh * > ( command ) ;
RasterizerStorageGLES2 : : MultiMesh * multi_mesh = storage - > multimesh_owner . getornull ( mmesh - > multimesh ) ;
if ( ! multi_mesh )
break ;
RasterizerStorageGLES2 : : Mesh * mesh_data = storage - > mesh_owner . getornull ( multi_mesh - > mesh ) ;
if ( ! mesh_data )
break ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_INSTANCE_CUSTOM , multi_mesh - > custom_data_format ! = VS : : MULTIMESH_CUSTOM_DATA_NONE ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_INSTANCING , true ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
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RasterizerStorageGLES2 : : Texture * texture = _bind_canvas_texture ( mmesh - > texture , mmesh - > normal_map ) ;
if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
}
//reset shader and force rebind
int amount = MIN ( multi_mesh - > size , multi_mesh - > visible_instances ) ;
if ( amount = = - 1 ) {
amount = multi_mesh - > size ;
}
int stride = multi_mesh - > color_floats + multi_mesh - > custom_data_floats + multi_mesh - > xform_floats ;
int color_ofs = multi_mesh - > xform_floats ;
int custom_data_ofs = color_ofs + multi_mesh - > color_floats ;
// drawing
const float * base_buffer = multi_mesh - > data . ptr ( ) ;
for ( int j = 0 ; j < mesh_data - > surfaces . size ( ) ; j + + ) {
RasterizerStorageGLES2 : : Surface * s = mesh_data - > surfaces [ j ] ;
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
//bind buffers for mesh surface
glBindBuffer ( GL_ARRAY_BUFFER , s - > vertex_id ) ;
if ( s - > index_array_len > 0 ) {
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , s - > index_id ) ;
}
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for ( int k = 0 ; k < VS : : ARRAY_MAX - 1 ; k + + ) {
if ( s - > attribs [ k ] . enabled ) {
glEnableVertexAttribArray ( k ) ;
glVertexAttribPointer ( s - > attribs [ k ] . index , s - > attribs [ k ] . size , s - > attribs [ k ] . type , s - > attribs [ k ] . normalized , s - > attribs [ k ] . stride , ( uint8_t * ) 0 + s - > attribs [ k ] . offset ) ;
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} else {
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glDisableVertexAttribArray ( k ) ;
switch ( k ) {
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case VS : : ARRAY_NORMAL : {
glVertexAttrib4f ( VS : : ARRAY_NORMAL , 0.0 , 0.0 , 1 , 1 ) ;
} break ;
case VS : : ARRAY_COLOR : {
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
} break ;
default : { }
}
}
}
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for ( int k = 0 ; k < amount ; k + + ) {
const float * buffer = base_buffer + k * stride ;
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{
glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 0 , & buffer [ 0 ] ) ;
glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 1 , & buffer [ 4 ] ) ;
if ( multi_mesh - > transform_format = = VS : : MULTIMESH_TRANSFORM_3D ) {
glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 2 , & buffer [ 8 ] ) ;
} else {
glVertexAttrib4f ( INSTANCE_ATTRIB_BASE + 2 , 0.0 , 0.0 , 1.0 , 0.0 ) ;
}
}
if ( multi_mesh - > color_floats ) {
if ( multi_mesh - > color_format = = VS : : MULTIMESH_COLOR_8BIT ) {
uint8_t * color_data = ( uint8_t * ) ( buffer + color_ofs ) ;
glVertexAttrib4f ( INSTANCE_ATTRIB_BASE + 3 , color_data [ 0 ] / 255.0 , color_data [ 1 ] / 255.0 , color_data [ 2 ] / 255.0 , color_data [ 3 ] / 255.0 ) ;
} else {
glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 3 , buffer + color_ofs ) ;
}
}
if ( multi_mesh - > custom_data_floats ) {
if ( multi_mesh - > custom_data_format = = VS : : MULTIMESH_CUSTOM_DATA_8BIT ) {
uint8_t * custom_data = ( uint8_t * ) ( buffer + custom_data_ofs ) ;
glVertexAttrib4f ( INSTANCE_ATTRIB_BASE + 4 , custom_data [ 0 ] / 255.0 , custom_data [ 1 ] / 255.0 , custom_data [ 2 ] / 255.0 , custom_data [ 3 ] / 255.0 ) ;
} else {
glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 4 , buffer + custom_data_ofs ) ;
}
}
if ( s - > index_array_len > 0 ) {
glDrawElements ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 ) ;
} else {
glDrawArrays ( gl_primitive [ s - > primitive ] , 0 , s - > array_len ) ;
}
}
}
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_INSTANCE_CUSTOM , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_INSTANCING , false ) ;
} break ;
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case Item : : Command : : TYPE_POLYLINE : {
Item : : CommandPolyLine * pline = static_cast < Item : : CommandPolyLine * > ( command ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
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if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
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_bind_canvas_texture ( RID ( ) , RID ( ) ) ;
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if ( pline - > triangles . size ( ) ) {
_draw_generic ( GL_TRIANGLE_STRIP , pline - > triangles . size ( ) , pline - > triangles . ptr ( ) , NULL , pline - > triangle_colors . ptr ( ) , pline - > triangle_colors . size ( ) = = 1 ) ;
} else {
if ( pline - > multiline ) {
int todo = pline - > lines . size ( ) / 2 ;
int max_per_call = data . polygon_buffer_size / ( sizeof ( real_t ) * 4 ) ;
int offset = 0 ;
while ( todo ) {
int to_draw = MIN ( max_per_call , todo ) ;
_draw_generic ( GL_LINES , to_draw * 2 , & pline - > lines . ptr ( ) [ offset ] , NULL , pline - > line_colors . size ( ) = = 1 ? pline - > line_colors . ptr ( ) : & pline - > line_colors . ptr ( ) [ offset ] , pline - > line_colors . size ( ) = = 1 ) ;
todo - = to_draw ;
offset + = to_draw * 2 ;
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}
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} else {
_draw_generic ( GL_LINES , pline - > lines . size ( ) , pline - > lines . ptr ( ) , NULL , pline - > line_colors . ptr ( ) , pline - > line_colors . size ( ) = = 1 ) ;
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}
}
} break ;
case Item : : Command : : TYPE_PRIMITIVE : {
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Item : : CommandPrimitive * primitive = static_cast < Item : : CommandPrimitive * > ( command ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , false ) ;
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if ( state . canvas_shader . bind ( ) ) {
_set_uniforms ( ) ;
state . canvas_shader . use_material ( ( void * ) p_material ) ;
}
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ERR_CONTINUE ( primitive - > points . size ( ) < 1 ) ;
RasterizerStorageGLES2 : : Texture * texture = _bind_canvas_texture ( primitive - > texture , primitive - > normal_map ) ;
if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
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}
if ( primitive - > colors . size ( ) = = 1 & & primitive - > points . size ( ) > 1 ) {
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Color c = primitive - > colors [ 0 ] ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , c . r , c . g , c . b , c . a ) ;
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} else if ( primitive - > colors . empty ( ) ) {
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glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
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}
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_draw_gui_primitive ( primitive - > points . size ( ) , primitive - > points . ptr ( ) , primitive - > colors . ptr ( ) , primitive - > uvs . ptr ( ) ) ;
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} break ;
case Item : : Command : : TYPE_TRANSFORM : {
Item : : CommandTransform * transform = static_cast < Item : : CommandTransform * > ( command ) ;
state . uniforms . extra_matrix = transform - > xform ;
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : EXTRA_MATRIX , state . uniforms . extra_matrix ) ;
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} break ;
case Item : : Command : : TYPE_PARTICLES : {
} break ;
case Item : : Command : : TYPE_CLIP_IGNORE : {
Item : : CommandClipIgnore * ci = static_cast < Item : : CommandClipIgnore * > ( command ) ;
if ( current_clip ) {
if ( ci - > ignore ! = reclip ) {
if ( ci - > ignore ) {
glDisable ( GL_SCISSOR_TEST ) ;
reclip = true ;
} else {
glEnable ( GL_SCISSOR_TEST ) ;
int x = current_clip - > final_clip_rect . position . x ;
int y = storage - > frame . current_rt - > height - ( current_clip - > final_clip_rect . position . y + current_clip - > final_clip_rect . size . y ) ;
int w = current_clip - > final_clip_rect . size . x ;
int h = current_clip - > final_clip_rect . size . y ;
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if ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] )
y = current_clip - > final_clip_rect . position . y ;
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glScissor ( x , y , w , h ) ;
reclip = false ;
}
}
}
} break ;
default : {
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// FIXME: Proper error handling if relevant
//print_line("other");
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} break ;
}
}
}
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void RasterizerCanvasGLES2 : : _copy_screen ( const Rect2 & p_rect ) {
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if ( storage - > frame . current_rt - > copy_screen_effect . color = = 0 ) {
ERR_EXPLAIN ( " Can't use screen texture copying in a render target configured without copy buffers " ) ;
ERR_FAIL ( ) ;
}
glDisable ( GL_BLEND ) ;
Vector2 wh ( storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
Color copy_section ( p_rect . position . x / wh . x , p_rect . position . y / wh . y , p_rect . size . x / wh . x , p_rect . size . y / wh . y ) ;
if ( p_rect ! = Rect2 ( ) ) {
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_COPY_SECTION , true ) ;
}
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storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_NO_ALPHA , ! state . using_transparent_rt ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > copy_screen_effect . fbo ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
storage - > shaders . copy . bind ( ) ;
storage - > shaders . copy . set_uniform ( CopyShaderGLES2 : : COPY_SECTION , copy_section ) ;
const Vector2 vertpos [ 4 ] = {
Vector2 ( - 1 , - 1 ) ,
Vector2 ( - 1 , 1 ) ,
Vector2 ( 1 , 1 ) ,
Vector2 ( 1 , - 1 ) ,
} ;
const Vector2 uvpos [ 4 ] = {
Vector2 ( 0 , 0 ) ,
Vector2 ( 0 , 1 ) ,
Vector2 ( 1 , 1 ) ,
Vector2 ( 1 , 0 )
} ;
const int indexpos [ 6 ] = {
0 , 1 , 2 ,
2 , 3 , 0
} ;
_draw_polygon ( indexpos , 6 , 4 , vertpos , uvpos , NULL , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_COPY_SECTION , false ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_NO_ALPHA , false ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ; //back to front
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glEnable ( GL_BLEND ) ;
}
void RasterizerCanvasGLES2 : : _copy_texscreen ( const Rect2 & p_rect ) {
state . canvas_texscreen_used = true ;
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_copy_screen ( p_rect ) ;
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// back to canvas, force rebind
state . using_texture_rect = false ;
state . canvas_shader . bind ( ) ;
_bind_canvas_texture ( state . current_tex , state . current_normal ) ;
_set_uniforms ( ) ;
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}
void RasterizerCanvasGLES2 : : canvas_render_items ( Item * p_item_list , int p_z , const Color & p_modulate , Light * p_light , const Transform2D & p_base_transform ) {
Item * current_clip = NULL ;
RasterizerStorageGLES2 : : Shader * shader_cache = NULL ;
bool rebind_shader = true ;
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bool prev_use_skeleton = false ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_SKELETON , false ) ;
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state . current_tex = RID ( ) ;
state . current_tex_ptr = NULL ;
state . current_normal = RID ( ) ;
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state . canvas_texscreen_used = false ;
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glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
int last_blend_mode = - 1 ;
RID canvas_last_material = RID ( ) ;
while ( p_item_list ) {
Item * ci = p_item_list ;
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if ( current_clip ! = ci - > final_clip_owner ) {
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current_clip = ci - > final_clip_owner ;
if ( current_clip ) {
glEnable ( GL_SCISSOR_TEST ) ;
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int y = storage - > frame . current_rt - > height - ( current_clip - > final_clip_rect . position . y + current_clip - > final_clip_rect . size . y ) ;
if ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] )
y = current_clip - > final_clip_rect . position . y ;
glScissor ( current_clip - > final_clip_rect . position . x , y , current_clip - > final_clip_rect . size . width , current_clip - > final_clip_rect . size . height ) ;
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} else {
glDisable ( GL_SCISSOR_TEST ) ;
}
}
// TODO: copy back buffer
if ( ci - > copy_back_buffer ) {
if ( ci - > copy_back_buffer - > full ) {
_copy_texscreen ( Rect2 ( ) ) ;
} else {
_copy_texscreen ( ci - > copy_back_buffer - > rect ) ;
}
}
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RasterizerStorageGLES2 : : Skeleton * skeleton = NULL ;
{
//skeleton handling
if ( ci - > skeleton . is_valid ( ) & & storage - > skeleton_owner . owns ( ci - > skeleton ) ) {
skeleton = storage - > skeleton_owner . get ( ci - > skeleton ) ;
if ( ! skeleton - > use_2d ) {
skeleton = NULL ;
} else {
state . skeleton_transform = p_base_transform * skeleton - > base_transform_2d ;
state . skeleton_transform_inverse = state . skeleton_transform . affine_inverse ( ) ;
state . skeleton_texture_size = Vector2 ( skeleton - > size * 2 , 0 ) ;
}
}
bool use_skeleton = skeleton ! = NULL ;
if ( prev_use_skeleton ! = use_skeleton ) {
rebind_shader = true ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_SKELETON , use_skeleton ) ;
prev_use_skeleton = use_skeleton ;
}
if ( skeleton ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 3 ) ;
glBindTexture ( GL_TEXTURE_2D , skeleton - > tex_id ) ;
state . using_skeleton = true ;
} else {
state . using_skeleton = false ;
}
}
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Item * material_owner = ci - > material_owner ? ci - > material_owner : ci ;
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RID material = material_owner - > material ;
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RasterizerStorageGLES2 : : Material * material_ptr = storage - > material_owner . getornull ( material ) ;
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if ( material ! = canvas_last_material | | rebind_shader ) {
RasterizerStorageGLES2 : : Shader * shader_ptr = NULL ;
if ( material_ptr ) {
shader_ptr = material_ptr - > shader ;
if ( shader_ptr & & shader_ptr - > mode ! = VS : : SHADER_CANVAS_ITEM ) {
shader_ptr = NULL ; // not a canvas item shader, don't use.
}
}
if ( shader_ptr ) {
if ( shader_ptr - > canvas_item . uses_screen_texture ) {
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if ( ! state . canvas_texscreen_used ) {
//copy if not copied before
_copy_texscreen ( Rect2 ( ) ) ;
// blend mode will have been enabled so make sure we disable it again later on
//last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
}
if ( storage - > frame . current_rt - > copy_screen_effect . color ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 4 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > copy_screen_effect . color ) ;
}
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}
if ( shader_ptr ! = shader_cache ) {
if ( shader_ptr - > canvas_item . uses_time ) {
VisualServerRaster : : redraw_request ( ) ;
}
state . canvas_shader . set_custom_shader ( shader_ptr - > custom_code_id ) ;
state . canvas_shader . bind ( ) ;
}
int tc = material_ptr - > textures . size ( ) ;
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Pair < StringName , RID > * textures = material_ptr - > textures . ptrw ( ) ;
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ShaderLanguage : : ShaderNode : : Uniform : : Hint * texture_hints = shader_ptr - > texture_hints . ptrw ( ) ;
for ( int i = 0 ; i < tc ; i + + ) {
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glActiveTexture ( GL_TEXTURE0 + i ) ;
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RasterizerStorageGLES2 : : Texture * t = storage - > texture_owner . getornull ( textures [ i ] . second ) ;
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if ( ! t ) {
switch ( texture_hints [ i ] ) {
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK_ALBEDO :
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK : {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . black_tex ) ;
} break ;
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_ANISO : {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . aniso_tex ) ;
} break ;
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL : {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . normal_tex ) ;
} break ;
default : {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
} break ;
}
continue ;
}
t = t - > get_ptr ( ) ;
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# ifdef TOOLS_ENABLED
if ( t - > detect_normal & & texture_hints [ i ] = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL ) {
t - > detect_normal ( t - > detect_normal_ud ) ;
}
# endif
if ( t - > render_target )
t - > render_target - > used_in_frame = true ;
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if ( t - > redraw_if_visible ) {
VisualServerRaster : : redraw_request ( ) ;
}
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glBindTexture ( t - > target , t - > tex_id ) ;
}
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} else {
state . canvas_shader . set_custom_shader ( 0 ) ;
state . canvas_shader . bind ( ) ;
}
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state . canvas_shader . use_material ( ( void * ) material_ptr ) ;
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shader_cache = shader_ptr ;
canvas_last_material = material ;
rebind_shader = false ;
}
int blend_mode = shader_cache ? shader_cache - > canvas_item . blend_mode : RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_MIX ;
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bool unshaded = shader_cache & & ( shader_cache - > canvas_item . light_mode = = RasterizerStorageGLES2 : : Shader : : CanvasItem : : LIGHT_MODE_UNSHADED | | ( blend_mode ! = RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_MIX & & blend_mode ! = RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA ) ) ;
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bool reclip = false ;
if ( last_blend_mode ! = blend_mode ) {
switch ( blend_mode ) {
case RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_MIX : {
glBlendEquation ( GL_FUNC_ADD ) ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
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glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ZERO , GL_ONE ) ;
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}
} break ;
case RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_ADD : {
glBlendEquation ( GL_FUNC_ADD ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE , GL_SRC_ALPHA , GL_ONE ) ;
} else {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE , GL_ZERO , GL_ONE ) ;
}
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} break ;
case RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_SUB : {
glBlendEquation ( GL_FUNC_REVERSE_SUBTRACT ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE , GL_SRC_ALPHA , GL_ONE ) ;
} else {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE , GL_ZERO , GL_ONE ) ;
}
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} break ;
case RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_MUL : {
glBlendEquation ( GL_FUNC_ADD ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_DST_COLOR , GL_ZERO , GL_DST_ALPHA , GL_ZERO ) ;
} else {
glBlendFuncSeparate ( GL_DST_COLOR , GL_ZERO , GL_ZERO , GL_ONE ) ;
}
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} break ;
case RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA : {
glBlendEquation ( GL_FUNC_ADD ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_ONE , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
glBlendFuncSeparate ( GL_ONE , GL_ONE_MINUS_SRC_ALPHA , GL_ZERO , GL_ONE ) ;
}
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} break ;
}
}
state . uniforms . final_modulate = unshaded ? ci - > final_modulate : Color ( ci - > final_modulate . r * p_modulate . r , ci - > final_modulate . g * p_modulate . g , ci - > final_modulate . b * p_modulate . b , ci - > final_modulate . a * p_modulate . a ) ;
state . uniforms . modelview_matrix = ci - > final_transform ;
state . uniforms . extra_matrix = Transform2D ( ) ;
_set_uniforms ( ) ;
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if ( unshaded | | ( state . uniforms . final_modulate . a > 0.001 & & ( ! shader_cache | | shader_cache - > canvas_item . light_mode ! = RasterizerStorageGLES2 : : Shader : : CanvasItem : : LIGHT_MODE_LIGHT_ONLY ) & & ! ci - > light_masked ) )
_canvas_item_render_commands ( p_item_list , NULL , reclip , material_ptr ) ;
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rebind_shader = true ; // hacked in for now.
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if ( ( blend_mode = = RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_MIX | | blend_mode = = RasterizerStorageGLES2 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA ) & & p_light & & ! unshaded ) {
Light * light = p_light ;
bool light_used = false ;
VS : : CanvasLightMode mode = VS : : CANVAS_LIGHT_MODE_ADD ;
state . uniforms . final_modulate = ci - > final_modulate ; // remove the canvas modulate
while ( light ) {
if ( ci - > light_mask & light - > item_mask & & p_z > = light - > z_min & & p_z < = light - > z_max & & ci - > global_rect_cache . intersects_transformed ( light - > xform_cache , light - > rect_cache ) ) {
//intersects this light
if ( ! light_used | | mode ! = light - > mode ) {
mode = light - > mode ;
switch ( mode ) {
case VS : : CANVAS_LIGHT_MODE_ADD : {
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
} break ;
case VS : : CANVAS_LIGHT_MODE_SUB : {
glBlendEquation ( GL_FUNC_REVERSE_SUBTRACT ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
} break ;
case VS : : CANVAS_LIGHT_MODE_MIX :
case VS : : CANVAS_LIGHT_MODE_MASK : {
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
} break ;
}
}
if ( ! light_used ) {
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_LIGHTING , true ) ;
light_used = true ;
}
bool has_shadow = light - > shadow_buffer . is_valid ( ) & & ci - > light_mask & light - > item_shadow_mask ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_SHADOWS , has_shadow ) ;
if ( has_shadow ) {
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_USE_GRADIENT , light - > shadow_gradient_length > 0 ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_NEAREST , light - > shadow_filter = = VS : : CANVAS_LIGHT_FILTER_NONE ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF3 , light - > shadow_filter = = VS : : CANVAS_LIGHT_FILTER_PCF3 ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF5 , light - > shadow_filter = = VS : : CANVAS_LIGHT_FILTER_PCF5 ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF7 , light - > shadow_filter = = VS : : CANVAS_LIGHT_FILTER_PCF7 ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF9 , light - > shadow_filter = = VS : : CANVAS_LIGHT_FILTER_PCF9 ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF13 , light - > shadow_filter = = VS : : CANVAS_LIGHT_FILTER_PCF13 ) ;
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}
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state . canvas_shader . bind ( ) ;
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state . using_light = light ;
state . using_shadow = has_shadow ;
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//always re-set uniforms, since light parameters changed
_set_uniforms ( ) ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 4 ) ;
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RasterizerStorageGLES2 : : Texture * t = storage - > texture_owner . getornull ( light - > texture ) ;
if ( ! t ) {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
} else {
t = t - > get_ptr ( ) ;
glBindTexture ( t - > target , t - > tex_id ) ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
_canvas_item_render_commands ( p_item_list , NULL , reclip , material_ptr ) ; //redraw using light
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state . using_light = NULL ;
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}
light = light - > next_ptr ;
}
if ( light_used ) {
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_LIGHTING , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_SHADOWS , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_NEAREST , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF3 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF5 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF7 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF9 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : SHADOW_FILTER_PCF13 , false ) ;
state . canvas_shader . bind ( ) ;
last_blend_mode = - 1 ;
/*
//this is set again, so it should not be needed anyway?
state . canvas_item_modulate = unshaded ? ci - > final_modulate : Color (
ci - > final_modulate . r * p_modulate . r ,
ci - > final_modulate . g * p_modulate . g ,
ci - > final_modulate . b * p_modulate . b ,
ci - > final_modulate . a * p_modulate . a ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : MODELVIEW_MATRIX , state . final_transform ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : EXTRA_MATRIX , Transform2D ( ) ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : FINAL_MODULATE , state . canvas_item_modulate ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
if ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
}
//@TODO RESET canvas_blend_mode
*/
}
}
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if ( reclip ) {
glEnable ( GL_SCISSOR_TEST ) ;
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int y = storage - > frame . current_rt - > height - ( current_clip - > final_clip_rect . position . y + current_clip - > final_clip_rect . size . y ) ;
if ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] )
y = current_clip - > final_clip_rect . position . y ;
glScissor ( current_clip - > final_clip_rect . position . x , y , current_clip - > final_clip_rect . size . width , current_clip - > final_clip_rect . size . height ) ;
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}
p_item_list = p_item_list - > next ;
}
if ( current_clip ) {
glDisable ( GL_SCISSOR_TEST ) ;
}
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_SKELETON , false ) ;
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}
void RasterizerCanvasGLES2 : : canvas_debug_viewport_shadows ( Light * p_lights_with_shadow ) {
}
void RasterizerCanvasGLES2 : : canvas_light_shadow_buffer_update ( RID p_buffer , const Transform2D & p_light_xform , int p_light_mask , float p_near , float p_far , LightOccluderInstance * p_occluders , CameraMatrix * p_xform_cache ) {
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RasterizerStorageGLES2 : : CanvasLightShadow * cls = storage - > canvas_light_shadow_owner . get ( p_buffer ) ;
ERR_FAIL_COND ( ! cls ) ;
glDisable ( GL_BLEND ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glDisable ( GL_DITHER ) ;
glDisable ( GL_CULL_FACE ) ;
glDepthFunc ( GL_LEQUAL ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDepthMask ( true ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , cls - > fbo ) ;
state . canvas_shadow_shader . set_conditional ( CanvasShadowShaderGLES2 : : USE_RGBA_SHADOWS , storage - > config . use_rgba_2d_shadows ) ;
state . canvas_shadow_shader . bind ( ) ;
glViewport ( 0 , 0 , cls - > size , cls - > height ) ;
glClearDepth ( 1.0f ) ;
glClearColor ( 1 , 1 , 1 , 1 ) ;
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
VS : : CanvasOccluderPolygonCullMode cull = VS : : CANVAS_OCCLUDER_POLYGON_CULL_DISABLED ;
for ( int i = 0 ; i < 4 ; i + + ) {
//make sure it remains orthogonal, makes easy to read angle later
Transform light ;
light . origin [ 0 ] = p_light_xform [ 2 ] [ 0 ] ;
light . origin [ 1 ] = p_light_xform [ 2 ] [ 1 ] ;
light . basis [ 0 ] [ 0 ] = p_light_xform [ 0 ] [ 0 ] ;
light . basis [ 0 ] [ 1 ] = p_light_xform [ 1 ] [ 0 ] ;
light . basis [ 1 ] [ 0 ] = p_light_xform [ 0 ] [ 1 ] ;
light . basis [ 1 ] [ 1 ] = p_light_xform [ 1 ] [ 1 ] ;
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
//p_near=1;
CameraMatrix projection ;
{
real_t fov = 90 ;
real_t nearp = p_near ;
real_t farp = p_far ;
real_t aspect = 1.0 ;
real_t ymax = nearp * Math : : tan ( Math : : deg2rad ( fov * 0.5 ) ) ;
real_t ymin = - ymax ;
real_t xmin = ymin * aspect ;
real_t xmax = ymax * aspect ;
projection . set_frustum ( xmin , xmax , ymin , ymax , nearp , farp ) ;
}
Vector3 cam_target = Basis ( Vector3 ( 0 , 0 , Math_PI * 2 * ( i / 4.0 ) ) ) . xform ( Vector3 ( 0 , 1 , 0 ) ) ;
projection = projection * CameraMatrix ( Transform ( ) . looking_at ( cam_target , Vector3 ( 0 , 0 , - 1 ) ) . affine_inverse ( ) ) ;
state . canvas_shadow_shader . set_uniform ( CanvasShadowShaderGLES2 : : PROJECTION_MATRIX , projection ) ;
state . canvas_shadow_shader . set_uniform ( CanvasShadowShaderGLES2 : : LIGHT_MATRIX , light ) ;
state . canvas_shadow_shader . set_uniform ( CanvasShadowShaderGLES2 : : DISTANCE_NORM , 1.0 / p_far ) ;
if ( i = = 0 )
* p_xform_cache = projection ;
glViewport ( 0 , ( cls - > height / 4 ) * i , cls - > size , cls - > height / 4 ) ;
LightOccluderInstance * instance = p_occluders ;
while ( instance ) {
RasterizerStorageGLES2 : : CanvasOccluder * cc = storage - > canvas_occluder_owner . get ( instance - > polygon_buffer ) ;
if ( ! cc | | cc - > len = = 0 | | ! ( p_light_mask & instance - > light_mask ) ) {
instance = instance - > next ;
continue ;
}
state . canvas_shadow_shader . set_uniform ( CanvasShadowShaderGLES2 : : WORLD_MATRIX , instance - > xform_cache ) ;
if ( cull ! = instance - > cull_cache ) {
cull = instance - > cull_cache ;
switch ( cull ) {
case VS : : CANVAS_OCCLUDER_POLYGON_CULL_DISABLED : {
glDisable ( GL_CULL_FACE ) ;
} break ;
case VS : : CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE : {
glEnable ( GL_CULL_FACE ) ;
glCullFace ( GL_FRONT ) ;
} break ;
case VS : : CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : {
glEnable ( GL_CULL_FACE ) ;
glCullFace ( GL_BACK ) ;
} break ;
}
}
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glBindBuffer ( GL_ARRAY_BUFFER , cc - > vertex_id ) ;
glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 3 , GL_FLOAT , false , 0 , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , cc - > index_id ) ;
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glDrawElements ( GL_TRIANGLES , cc - > len * 3 , GL_UNSIGNED_SHORT , 0 ) ;
instance = instance - > next ;
}
}
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
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}
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void RasterizerCanvasGLES2 : : reset_canvas ( ) {
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glDisable ( GL_DITHER ) ;
glEnable ( GL_BLEND ) ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
}
// bind the back buffer to a texture so shaders can use it.
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// It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
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// keeping this for now as there's nothing else that uses texture unit 2
// TODO ^
if ( storage - > frame . current_rt ) {
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// glActiveTexture(GL_TEXTURE0 + 2);
// glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
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}
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
}
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void RasterizerCanvasGLES2 : : _bind_quad_buffer ( ) {
glBindBuffer ( GL_ARRAY_BUFFER , data . canvas_quad_vertices ) ;
glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , 0 , NULL ) ;
}
void RasterizerCanvasGLES2 : : draw_generic_textured_rect ( const Rect2 & p_rect , const Rect2 & p_src ) {
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state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : DST_RECT , Color ( p_rect . position . x , p_rect . position . y , p_rect . size . x , p_rect . size . y ) ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES2 : : SRC_RECT , Color ( p_src . position . x , p_src . position . y , p_src . size . x , p_src . size . y ) ) ;
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glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
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}
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void RasterizerCanvasGLES2 : : draw_lens_distortion_rect ( const Rect2 & p_rect , float p_k1 , float p_k2 , const Vector2 & p_eye_center , float p_oversample ) {
Vector2 half_size ;
if ( storage - > frame . current_rt ) {
half_size = Vector2 ( storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
} else {
half_size = OS : : get_singleton ( ) - > get_window_size ( ) ;
}
half_size * = 0.5 ;
Vector2 offset ( ( p_rect . position . x - half_size . x ) / half_size . x , ( p_rect . position . y - half_size . y ) / half_size . y ) ;
Vector2 scale ( p_rect . size . x / half_size . x , p_rect . size . y / half_size . y ) ;
float aspect_ratio = p_rect . size . x / p_rect . size . y ;
// setup our lens shader
state . lens_shader . bind ( ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES2 : : OFFSET , offset ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES2 : : SCALE , scale ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES2 : : K1 , p_k1 ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES2 : : K2 , p_k2 ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES2 : : EYE_CENTER , p_eye_center ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES2 : : UPSCALE , p_oversample ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES2 : : ASPECT_RATIO , aspect_ratio ) ;
// bind our quad buffer
_bind_quad_buffer ( ) ;
// and draw
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
// and cleanup
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
for ( int i = 0 ; i < VS : : ARRAY_MAX ; i + + ) {
glDisableVertexAttribArray ( i ) ;
}
}
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void RasterizerCanvasGLES2 : : draw_window_margins ( int * black_margin , RID * black_image ) {
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Vector2 window_size = OS : : get_singleton ( ) - > get_window_size ( ) ;
int window_h = window_size . height ;
int window_w = window_size . width ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > system_fbo ) ;
glViewport ( 0 , 0 , window_size . width , window_size . height ) ;
canvas_begin ( ) ;
if ( black_image [ MARGIN_LEFT ] . is_valid ( ) ) {
_bind_canvas_texture ( black_image [ MARGIN_LEFT ] , RID ( ) ) ;
Size2 sz ( storage - > texture_get_width ( black_image [ MARGIN_LEFT ] ) , storage - > texture_get_height ( black_image [ MARGIN_LEFT ] ) ) ;
draw_generic_textured_rect ( Rect2 ( 0 , 0 , black_margin [ MARGIN_LEFT ] , window_h ) , Rect2 ( 0 , 0 , sz . x , sz . y ) ) ;
} else if ( black_margin [ MARGIN_LEFT ] ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . black_tex ) ;
draw_generic_textured_rect ( Rect2 ( 0 , 0 , black_margin [ MARGIN_LEFT ] , window_h ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
}
if ( black_image [ MARGIN_RIGHT ] . is_valid ( ) ) {
_bind_canvas_texture ( black_image [ MARGIN_RIGHT ] , RID ( ) ) ;
Size2 sz ( storage - > texture_get_width ( black_image [ MARGIN_RIGHT ] ) , storage - > texture_get_height ( black_image [ MARGIN_RIGHT ] ) ) ;
draw_generic_textured_rect ( Rect2 ( window_w - black_margin [ MARGIN_RIGHT ] , 0 , black_margin [ MARGIN_RIGHT ] , window_h ) , Rect2 ( 0 , 0 , sz . x , sz . y ) ) ;
} else if ( black_margin [ MARGIN_RIGHT ] ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . black_tex ) ;
draw_generic_textured_rect ( Rect2 ( window_w - black_margin [ MARGIN_RIGHT ] , 0 , black_margin [ MARGIN_RIGHT ] , window_h ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
}
if ( black_image [ MARGIN_TOP ] . is_valid ( ) ) {
_bind_canvas_texture ( black_image [ MARGIN_TOP ] , RID ( ) ) ;
Size2 sz ( storage - > texture_get_width ( black_image [ MARGIN_TOP ] ) , storage - > texture_get_height ( black_image [ MARGIN_TOP ] ) ) ;
draw_generic_textured_rect ( Rect2 ( 0 , 0 , window_w , black_margin [ MARGIN_TOP ] ) , Rect2 ( 0 , 0 , sz . x , sz . y ) ) ;
} else if ( black_margin [ MARGIN_TOP ] ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . black_tex ) ;
draw_generic_textured_rect ( Rect2 ( 0 , 0 , window_w , black_margin [ MARGIN_TOP ] ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
}
if ( black_image [ MARGIN_BOTTOM ] . is_valid ( ) ) {
_bind_canvas_texture ( black_image [ MARGIN_BOTTOM ] , RID ( ) ) ;
Size2 sz ( storage - > texture_get_width ( black_image [ MARGIN_BOTTOM ] ) , storage - > texture_get_height ( black_image [ MARGIN_BOTTOM ] ) ) ;
draw_generic_textured_rect ( Rect2 ( 0 , window_h - black_margin [ MARGIN_BOTTOM ] , window_w , black_margin [ MARGIN_BOTTOM ] ) , Rect2 ( 0 , 0 , sz . x , sz . y ) ) ;
} else if ( black_margin [ MARGIN_BOTTOM ] ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . black_tex ) ;
draw_generic_textured_rect ( Rect2 ( 0 , window_h - black_margin [ MARGIN_BOTTOM ] , window_w , black_margin [ MARGIN_BOTTOM ] ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
}
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canvas_end ( ) ;
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}
void RasterizerCanvasGLES2 : : initialize ( ) {
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// quad buffer
{
glGenBuffers ( 1 , & data . canvas_quad_vertices ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . canvas_quad_vertices ) ;
const float qv [ 8 ] = {
0 , 0 ,
0 , 1 ,
1 , 1 ,
1 , 0
} ;
glBufferData ( GL_ARRAY_BUFFER , sizeof ( float ) * 8 , qv , GL_STATIC_DRAW ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
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// polygon buffer
{
uint32_t poly_size = GLOBAL_DEF ( " rendering/limits/buffers/canvas_polygon_buffer_size_kb " , 128 ) ;
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ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " rendering/limits/buffers/canvas_polygon_buffer_size_kb " , PropertyInfo ( Variant : : INT , " rendering/limits/buffers/canvas_polygon_buffer_size_kb " , PROPERTY_HINT_RANGE , " 0,256,1,or_greater " ) ) ;
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poly_size * = 1024 ;
poly_size = MAX ( poly_size , ( 2 + 2 + 4 ) * 4 * sizeof ( float ) ) ;
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glGenBuffers ( 1 , & data . polygon_buffer ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . polygon_buffer ) ;
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glBufferData ( GL_ARRAY_BUFFER , poly_size , NULL , GL_DYNAMIC_DRAW ) ;
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data . polygon_buffer_size = poly_size ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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uint32_t index_size = GLOBAL_DEF ( " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " , 128 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " , PropertyInfo ( Variant : : INT , " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " , PROPERTY_HINT_RANGE , " 0,256,1,or_greater " ) ) ;
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index_size * = 1024 ; // kb
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glGenBuffers ( 1 , & data . polygon_index_buffer ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , data . polygon_index_buffer ) ;
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glBufferData ( GL_ELEMENT_ARRAY_BUFFER , index_size , NULL , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
}
// ninepatch buffers
{
// array buffer
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glGenBuffers ( 1 , & data . ninepatch_vertices ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . ninepatch_vertices ) ;
glBufferData ( GL_ARRAY_BUFFER , sizeof ( float ) * ( 16 + 16 ) * 2 , NULL , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
// element buffer
glGenBuffers ( 1 , & data . ninepatch_elements ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , data . ninepatch_elements ) ;
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# define _EIDX(y, x) (y * 4 + x)
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uint8_t elems [ 3 * 2 * 9 ] = {
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// first row
_EIDX ( 0 , 0 ) , _EIDX ( 0 , 1 ) , _EIDX ( 1 , 1 ) ,
_EIDX ( 1 , 1 ) , _EIDX ( 1 , 0 ) , _EIDX ( 0 , 0 ) ,
_EIDX ( 0 , 1 ) , _EIDX ( 0 , 2 ) , _EIDX ( 1 , 2 ) ,
_EIDX ( 1 , 2 ) , _EIDX ( 1 , 1 ) , _EIDX ( 0 , 1 ) ,
_EIDX ( 0 , 2 ) , _EIDX ( 0 , 3 ) , _EIDX ( 1 , 3 ) ,
_EIDX ( 1 , 3 ) , _EIDX ( 1 , 2 ) , _EIDX ( 0 , 2 ) ,
// second row
_EIDX ( 1 , 0 ) , _EIDX ( 1 , 1 ) , _EIDX ( 2 , 1 ) ,
_EIDX ( 2 , 1 ) , _EIDX ( 2 , 0 ) , _EIDX ( 1 , 0 ) ,
// the center one would be here, but we'll put it at the end
// so it's easier to disable the center and be able to use
// one draw call for both
_EIDX ( 1 , 2 ) , _EIDX ( 1 , 3 ) , _EIDX ( 2 , 3 ) ,
_EIDX ( 2 , 3 ) , _EIDX ( 2 , 2 ) , _EIDX ( 1 , 2 ) ,
// third row
_EIDX ( 2 , 0 ) , _EIDX ( 2 , 1 ) , _EIDX ( 3 , 1 ) ,
_EIDX ( 3 , 1 ) , _EIDX ( 3 , 0 ) , _EIDX ( 2 , 0 ) ,
_EIDX ( 2 , 1 ) , _EIDX ( 2 , 2 ) , _EIDX ( 3 , 2 ) ,
_EIDX ( 3 , 2 ) , _EIDX ( 3 , 1 ) , _EIDX ( 2 , 1 ) ,
_EIDX ( 2 , 2 ) , _EIDX ( 2 , 3 ) , _EIDX ( 3 , 3 ) ,
_EIDX ( 3 , 3 ) , _EIDX ( 3 , 2 ) , _EIDX ( 2 , 2 ) ,
// center field
_EIDX ( 1 , 1 ) , _EIDX ( 1 , 2 ) , _EIDX ( 2 , 2 ) ,
_EIDX ( 2 , 2 ) , _EIDX ( 2 , 1 ) , _EIDX ( 1 , 1 )
} ;
# undef _EIDX
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glBufferData ( GL_ELEMENT_ARRAY_BUFFER , sizeof ( elems ) , elems , GL_STATIC_DRAW ) ;
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glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
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}
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state . canvas_shadow_shader . init ( ) ;
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state . canvas_shader . init ( ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_TEXTURE_RECT , true ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_RGBA_SHADOWS , storage - > config . use_rgba_2d_shadows ) ;
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state . canvas_shader . bind ( ) ;
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state . lens_shader . init ( ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES2 : : USE_PIXEL_SNAP , GLOBAL_DEF ( " rendering/quality/2d/use_pixel_snap " , false ) ) ;
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state . using_light = NULL ;
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state . using_transparent_rt = false ;
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}
void RasterizerCanvasGLES2 : : finalize ( ) {
}
RasterizerCanvasGLES2 : : RasterizerCanvasGLES2 ( ) {
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# ifdef GLES_OVER_GL
use_nvidia_rect_workaround = GLOBAL_GET ( " rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround " ) ;
# else
// Not needed (a priori) on GLES devices
use_nvidia_rect_workaround = false ;
# endif
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}