2017-03-05 15:47:28 +01:00
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/*************************************************************************/
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/* rasterizer_canvas_gles3.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 14:16:55 +02:00
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/* https://godotengine.org */
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2017-03-05 15:47:28 +01:00
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/*************************************************************************/
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2020-01-01 11:16:22 +01:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2017-03-05 15:47:28 +01:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-05 00:50:27 +01:00
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2016-10-03 21:33:42 +02:00
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#ifndef RASTERIZERCANVASGLES3_H
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#define RASTERIZERCANVASGLES3_H
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#include "rasterizer_storage_gles3.h"
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2017-03-05 16:44:50 +01:00
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#include "servers/visual/rasterizer.h"
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2018-09-11 18:13:45 +02:00
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2017-06-23 17:03:41 +02:00
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#include "shaders/canvas_shadow.glsl.gen.h"
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2018-09-30 22:51:50 +02:00
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#include "shaders/lens_distorted.glsl.gen.h"
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2016-10-03 21:33:42 +02:00
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2017-06-27 03:58:03 +02:00
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class RasterizerSceneGLES3;
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2016-10-03 21:33:42 +02:00
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class RasterizerCanvasGLES3 : public RasterizerCanvas {
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public:
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struct CanvasItemUBO {
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float projection_matrix[16];
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2017-06-16 13:29:43 +02:00
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float time;
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2017-08-11 19:09:55 +02:00
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uint8_t padding[12];
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2016-10-03 21:33:42 +02:00
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};
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2017-06-27 03:58:03 +02:00
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RasterizerSceneGLES3 *scene_render;
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2016-10-03 21:33:42 +02:00
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struct Data {
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GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-02 08:49:03 +02:00
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enum { NUM_QUAD_ARRAY_VARIATIONS = 8 };
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2016-10-03 21:33:42 +02:00
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GLuint canvas_quad_vertices;
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GLuint canvas_quad_array;
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2017-06-12 23:56:16 +02:00
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GLuint polygon_buffer;
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GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-02 08:49:03 +02:00
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GLuint polygon_buffer_quad_arrays[NUM_QUAD_ARRAY_VARIATIONS];
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2017-06-12 23:56:16 +02:00
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GLuint polygon_buffer_pointer_array;
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GLuint polygon_index_buffer;
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2017-06-21 21:25:45 +02:00
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GLuint particle_quad_vertices;
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GLuint particle_quad_array;
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2017-06-12 23:56:16 +02:00
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uint32_t polygon_buffer_size;
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2019-11-10 19:51:56 +01:00
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uint32_t polygon_index_buffer_size;
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2016-11-23 00:51:56 +01:00
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2016-10-03 21:33:42 +02:00
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} data;
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struct State {
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CanvasItemUBO canvas_item_ubo_data;
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GLuint canvas_item_ubo;
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bool canvas_texscreen_used;
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CanvasShaderGLES3 canvas_shader;
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CanvasShadowShaderGLES3 canvas_shadow_shader;
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2018-09-30 22:51:50 +02:00
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LensDistortedShaderGLES3 lens_shader;
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2016-10-03 21:33:42 +02:00
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bool using_texture_rect;
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2017-06-22 04:37:25 +02:00
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bool using_ninepatch;
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GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-02 08:49:03 +02:00
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bool using_light_angle;
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2016-10-03 21:33:42 +02:00
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RID current_tex;
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2017-06-18 04:26:49 +02:00
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RID current_normal;
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2016-10-03 21:33:42 +02:00
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RasterizerStorageGLES3::Texture *current_tex_ptr;
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Transform vp;
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Color canvas_item_modulate;
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2017-01-11 04:52:51 +01:00
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Transform2D extra_matrix;
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Transform2D final_transform;
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2018-05-03 22:29:15 +02:00
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bool using_skeleton;
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Transform2D skeleton_transform;
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2018-05-04 14:32:40 +02:00
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Transform2D skeleton_transform_inverse;
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2016-10-03 21:33:42 +02:00
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} state;
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RasterizerStorageGLES3 *storage;
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2020-05-05 17:25:45 +02:00
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bool use_nvidia_rect_workaround;
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2016-10-03 21:33:42 +02:00
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struct LightInternal : public RID_Data {
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struct UBOData {
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float light_matrix[16];
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float local_matrix[16];
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float shadow_matrix[16];
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float color[4];
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float shadow_color[4];
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float light_pos[2];
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float shadowpixel_size;
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float shadow_gradient;
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float light_height;
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float light_outside_alpha;
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float shadow_distance_mult;
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2017-08-11 19:09:55 +02:00
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uint8_t padding[4];
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2016-10-03 21:33:42 +02:00
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} ubo_data;
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GLuint ubo;
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};
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RID_Owner<LightInternal> light_internal_owner;
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virtual RID light_internal_create();
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2017-03-05 16:44:50 +01:00
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virtual void light_internal_update(RID p_rid, Light *p_light);
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2016-10-03 21:33:42 +02:00
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virtual void light_internal_free(RID p_rid);
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virtual void canvas_begin();
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virtual void canvas_end();
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GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-02 08:49:03 +02:00
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_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false, bool p_light_angle = false);
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2018-05-15 13:35:46 +02:00
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_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force = false);
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2016-10-03 21:33:42 +02:00
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GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-02 08:49:03 +02:00
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_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles = nullptr);
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2018-05-03 22:29:15 +02:00
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_FORCE_INLINE_ void _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 int *p_bones, const float *p_weights);
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2017-07-01 02:30:17 +02:00
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_FORCE_INLINE_ void _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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2019-11-24 11:00:02 +01:00
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_FORCE_INLINE_ void _draw_generic_indices(GLuint p_primitive, 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);
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2017-07-01 02:30:17 +02:00
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2017-03-05 16:44:50 +01:00
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_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
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2017-06-27 03:58:03 +02:00
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_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
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2016-10-03 21:33:42 +02:00
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2018-02-21 21:23:27 +01:00
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform);
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2017-03-05 16:44:50 +01:00
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virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow);
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2016-10-03 21:33:42 +02:00
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2017-03-05 16:44:50 +01:00
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virtual void 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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2016-10-03 21:33:42 +02:00
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virtual void reset_canvas();
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2017-03-05 16:44:50 +01:00
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void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
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2018-09-30 22:51:50 +02:00
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void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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2020-05-05 17:25:45 +02:00
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void render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture);
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2016-10-03 21:33:42 +02:00
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void initialize();
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void finalize();
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2017-08-07 23:06:57 +02:00
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virtual void draw_window_margins(int *black_margin, RID *black_image);
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2016-10-03 21:33:42 +02:00
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RasterizerCanvasGLES3();
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};
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#endif // RASTERIZERCANVASGLES3_H
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