virtualx-engine/drivers/opengl/rasterizer_canvas_base_opengl.cpp

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/*************************************************************************/
/* rasterizer_canvas_base_opengl.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "rasterizer_canvas_base_opengl.h"
#ifdef OPENGL_BACKEND_ENABLED
#include "core/os/os.h"
#include "drivers/opengl/rasterizer_asserts.h"
#include "rasterizer_scene_opengl.h"
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_server_default.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
RID RasterizerCanvasBaseOpenGL::light_internal_create() {
return RID();
}
void RasterizerCanvasBaseOpenGL::light_internal_update(RID p_rid, Light *p_light) {
}
void RasterizerCanvasBaseOpenGL::light_internal_free(RID p_rid) {
}
RID RasterizerCanvasBaseOpenGL::light_create() {
return RID();
}
void RasterizerCanvasBaseOpenGL::light_set_texture(RID p_rid, RID p_texture) {
}
void RasterizerCanvasBaseOpenGL::light_set_use_shadow(RID p_rid, bool p_enable) {
}
void RasterizerCanvasBaseOpenGL::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
}
void RasterizerCanvasBaseOpenGL::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
}
void RasterizerCanvasBaseOpenGL::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
}
RID RasterizerCanvasBaseOpenGL::occluder_polygon_create() {
return RID();
}
void RasterizerCanvasBaseOpenGL::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
}
void RasterizerCanvasBaseOpenGL::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
}
void RasterizerCanvasBaseOpenGL::set_shadow_texture_size(int p_size) {
}
bool RasterizerCanvasBaseOpenGL::free(RID p_rid) {
return true;
}
void RasterizerCanvasBaseOpenGL::update() {
}
void RasterizerCanvasBaseOpenGL::canvas_begin() {
state.using_transparent_rt = false;
// always start with light_angle unset
state.using_light_angle = false;
state.using_large_vertex = false;
state.using_modulate = false;
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_ATTRIB_LIGHT_ANGLE, false);
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_ATTRIB_MODULATE, false);
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_ATTRIB_LARGE_VERTEX, false);
state.canvas_shader.bind();
int viewport_x, viewport_y, viewport_width, viewport_height;
if (storage->frame.current_rt) {
storage->bind_framebuffer(storage->frame.current_rt->fbo);
state.using_transparent_rt = storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT];
if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
// set Viewport and Scissor when rendering directly to screen
viewport_width = storage->_dims.rt_width;
viewport_height = storage->_dims.rt_height;
viewport_x = storage->frame.current_rt->x;
// FTODO
// viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
viewport_y = storage->frame.current_rt->y;
// viewport_x = 0;
// viewport_y = 0;
glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
glEnable(GL_SCISSOR_TEST);
}
}
// FTODO .. this was commented out to try and get the clear color correct
//#ifdef GODOT3
// OLD METHOD .. now done by render target rather than frame
#if 0
if (storage->frame.clear_request) {
glClearColor(storage->frame.clear_request_color.r,
storage->frame.clear_request_color.g,
storage->frame.clear_request_color.b,
state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
glClear(GL_COLOR_BUFFER_BIT);
storage->frame.clear_request = false;
}
#endif
// NEW METHOD
if (storage->frame.current_rt && storage->frame.current_rt->clear_requested) {
const Color &col = storage->frame.current_rt->clear_color;
glClearColor(col.r, col.g, col.b, col.a);
// clear EVERYTHING.
// not clearing everything can be devastating on tiled renderers especially,
// because if anything is preserved, often the whole frame buffer needs to be preserved.
// Not sure if GL_ACCUM_BUFFER_BIT is needed or supported in GLES.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
storage->frame.current_rt->clear_requested = false;
}
//#endif
/*
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glColorMask(1, 1, 1, 1);
}
*/
reset_canvas();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
glDisableVertexAttribArray(RS::ARRAY_COLOR);
// set up default uniforms
Transform3D canvas_transform;
if (storage->frame.current_rt) {
float csy = 1.0;
// FTODO
// if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::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 {
// FTODO
// Vector2 ssize = OS::get_singleton()->get_window_size();
Vector2 ssize;
ssize.x = storage->_dims.win_width;
ssize.y = storage->_dims.win_height;
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();
_bind_quad_buffer();
}
void RasterizerCanvasBaseOpenGL::canvas_end() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (int i = 0; i < RS::ARRAY_MAX; i++) {
glDisableVertexAttribArray(i);
}
if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
//reset viewport to full window size
// int viewport_width = OS::get_singleton()->get_window_size().width;
// int viewport_height = OS::get_singleton()->get_window_size().height;
int viewport_width = storage->_dims.win_width;
int viewport_height = storage->_dims.win_height;
glViewport(0, 0, viewport_width, viewport_height);
glScissor(0, 0, viewport_width, viewport_height);
}
state.using_texture_rect = false;
state.using_skeleton = false;
state.using_ninepatch = false;
state.using_transparent_rt = false;
}
void RasterizerCanvasBaseOpenGL::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
state.canvas_shader.set_uniform(CanvasShaderOpenGL::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderOpenGL::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void RasterizerCanvasBaseOpenGL::_set_texture_rect_mode(bool p_texture_rect, bool p_light_angle, bool p_modulate, bool p_large_vertex) {
// always set this directly (this could be state checked)
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_TEXTURE_RECT, p_texture_rect);
if (state.using_light_angle != p_light_angle) {
state.using_light_angle = p_light_angle;
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_ATTRIB_LIGHT_ANGLE, p_light_angle);
}
if (state.using_modulate != p_modulate) {
state.using_modulate = p_modulate;
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_ATTRIB_MODULATE, p_modulate);
}
if (state.using_large_vertex != p_large_vertex) {
state.using_large_vertex = p_large_vertex;
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_ATTRIB_LARGE_VERTEX, p_large_vertex);
}
}
RasterizerStorageOpenGL::Texture *RasterizerCanvasBaseOpenGL::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
RasterizerStorageOpenGL::Texture *tex_return = NULL;
if (p_texture.is_valid()) {
RasterizerStorageOpenGL::Texture *texture = storage->texture_owner.get_or_null(p_texture);
if (!texture) {
state.current_tex = RID();
state.current_tex_ptr = NULL;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
if (texture->redraw_if_visible) {
RenderingServerDefault::redraw_request();
}
texture = texture->get_ptr();
if (texture->render_target) {
texture->render_target->used_in_frame = true;
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
state.current_tex = p_texture;
state.current_tex_ptr = texture;
// new for Godot 4. Set the texture min mag filter and repeat per item
// we use a wrapper to avoid noop GL state changes
texture->GLSetFilter(GL_TEXTURE_2D, state.current_filter);
tex_return = texture;
}
} else {
state.current_tex = RID();
state.current_tex_ptr = NULL;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
}
if (p_normal_map == state.current_normal) {
//do none
state.canvas_shader.set_uniform(CanvasShaderOpenGL::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
} else if (p_normal_map.is_valid()) {
RasterizerStorageOpenGL::Texture *normal_map = storage->texture_owner.get_or_null(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(CanvasShaderOpenGL::USE_DEFAULT_NORMAL, false);
} else {
if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
RenderingServerDefault::redraw_request();
}
normal_map = normal_map->get_ptr();
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(CanvasShaderOpenGL::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(CanvasShaderOpenGL::USE_DEFAULT_NORMAL, false);
}
return tex_return;
}
/*
void RasterizerCanvasBaseOpenGL::draw_window_margins(int *black_margin, RID *black_image) {
return;
// FTODO
int window_w = storage->_dims.rt_width;
int window_h = storage->_dims.rt_height;
//Vector2 window_size = Vector2(window_w, window_h);
// 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[SIDE_LEFT].is_valid()) {
_bind_canvas_texture(black_image[SIDE_LEFT], RID());
Size2 sz(storage->texture_get_width(black_image[SIDE_LEFT]), storage->texture_get_height(black_image[SIDE_LEFT]));
draw_generic_textured_rect(Rect2(0, 0, black_margin[SIDE_LEFT], window_h),
Rect2(0, 0, (float)black_margin[SIDE_LEFT] / sz.x, (float)(window_h) / sz.y));
} else if (black_margin[SIDE_LEFT]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, black_margin[SIDE_LEFT], window_h), Rect2(0, 0, 1, 1));
}
if (black_image[SIDE_RIGHT].is_valid()) {
_bind_canvas_texture(black_image[SIDE_RIGHT], RID());
Size2 sz(storage->texture_get_width(black_image[SIDE_RIGHT]), storage->texture_get_height(black_image[SIDE_RIGHT]));
draw_generic_textured_rect(Rect2(window_w - black_margin[SIDE_RIGHT], 0, black_margin[SIDE_RIGHT], window_h),
Rect2(0, 0, (float)black_margin[SIDE_RIGHT] / sz.x, (float)window_h / sz.y));
} else if (black_margin[SIDE_RIGHT]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(window_w - black_margin[SIDE_RIGHT], 0, black_margin[SIDE_RIGHT], window_h), Rect2(0, 0, 1, 1));
}
if (black_image[SIDE_TOP].is_valid()) {
_bind_canvas_texture(black_image[SIDE_TOP], RID());
Size2 sz(storage->texture_get_width(black_image[SIDE_TOP]), storage->texture_get_height(black_image[SIDE_TOP]));
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[SIDE_TOP]),
Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[SIDE_TOP] / sz.y));
} else if (black_margin[SIDE_TOP]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[SIDE_TOP]), Rect2(0, 0, 1, 1));
}
if (black_image[SIDE_BOTTOM].is_valid()) {
_bind_canvas_texture(black_image[SIDE_BOTTOM], RID());
Size2 sz(storage->texture_get_width(black_image[SIDE_BOTTOM]), storage->texture_get_height(black_image[SIDE_BOTTOM]));
draw_generic_textured_rect(Rect2(0, window_h - black_margin[SIDE_BOTTOM], window_w, black_margin[SIDE_BOTTOM]),
Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[SIDE_BOTTOM] / sz.y));
} else if (black_margin[SIDE_BOTTOM]) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
draw_generic_textured_rect(Rect2(0, window_h - black_margin[SIDE_BOTTOM], window_w, black_margin[SIDE_BOTTOM]), Rect2(0, 0, 1, 1));
}
canvas_end();
}
*/
void RasterizerCanvasBaseOpenGL::_bind_quad_buffer() {
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
void RasterizerCanvasBaseOpenGL::_set_uniforms() {
state.canvas_shader.set_uniform(CanvasShaderOpenGL::PROJECTION_MATRIX, state.uniforms.projection_matrix);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::EXTRA_MATRIX, state.uniforms.extra_matrix);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::FINAL_MODULATE, state.uniforms.final_modulate);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::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(CanvasShaderOpenGL::SCREEN_PIXEL_SIZE, screen_pixel_size);
}
if (state.using_skeleton) {
state.canvas_shader.set_uniform(CanvasShaderOpenGL::SKELETON_TRANSFORM, state.skeleton_transform);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
}
if (state.using_light) {
Light *light = state.using_light;
state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_MATRIX, light->light_shader_xform);
Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
basis_inverse.elements[2] = Vector2();
state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_MATRIX_INVERSE, basis_inverse);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_COLOR, light->color * light->energy);
// state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_POS, light->light_shader_pos);
// FTODO
state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_POS, light->light_shader_xform.elements[2]);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_HEIGHT, light->height);
// FTODO
//state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_OUTSIDE_ALPHA, light->mode == RS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_OUTSIDE_ALPHA, 0.0f);
if (state.using_shadow) {
// FTODO
#if 0
RasterizerStorageOpenGL::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(CanvasShaderOpenGL::SHADOW_MATRIX, light->shadow_matrix_cache);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::LIGHT_SHADOW_COLOR, light->shadow_color);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
if (light->radius_cache == 0) {
state.canvas_shader.set_uniform(CanvasShaderOpenGL::SHADOW_GRADIENT, 0.0);
} else {
state.canvas_shader.set_uniform(CanvasShaderOpenGL::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
}
state.canvas_shader.set_uniform(CanvasShaderOpenGL::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
#endif
}
}
}
void RasterizerCanvasBaseOpenGL::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[RendererStorage::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.
// It should probably use texture unit -3 (as OpenGL does as well) but currently that's buggy.
// keeping this for now as there's nothing else that uses texture unit 2
// TODO ^
if (storage->frame.current_rt) {
// glActiveTexture(GL_TEXTURE0 + 2);
// glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseOpenGL::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
}
void RasterizerCanvasBaseOpenGL::_copy_texscreen(const Rect2 &p_rect) {
state.canvas_texscreen_used = true;
_copy_screen(p_rect);
// 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();
}
void RasterizerCanvasBaseOpenGL::_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) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
uint32_t buffer_ofs = 0;
uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
#endif
storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
buffer_ofs = buffer_ofs_after;
if (p_singlecolor) {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
glEnableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs = buffer_ofs_after;
}
if (p_uvs) {
RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs = buffer_ofs_after;
} else {
glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
}
if (p_weights && p_bones) {
RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights, buffer_ofs_after));
glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs = buffer_ofs_after;
RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones, buffer_ofs_after));
glEnableVertexAttribArray(RS::ARRAY_BONES);
glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs = buffer_ofs_after;
} else {
glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
glDisableVertexAttribArray(RS::ARRAY_BONES);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
if (storage->config.support_32_bits_indices) { //should check for
#ifdef DEBUG_ENABLED
ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
#endif
storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
storage->info.render._2d_draw_call_count++;
} else {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND((sizeof(uint16_t) * p_index_count) > data.polygon_index_buffer_size);
#endif
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]);
}
storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(uint16_t) * p_index_count, index16, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
storage->info.render._2d_draw_call_count++;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseOpenGL::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
uint32_t buffer_ofs = 0;
uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
#endif
storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
buffer_ofs = buffer_ofs_after;
if (p_singlecolor) {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
glEnableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs = buffer_ofs_after;
}
if (p_uvs) {
RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs = buffer_ofs_after;
} else {
glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
}
glDrawArrays(p_primitive, 0, p_vertex_count);
storage->info.render._2d_draw_call_count++;
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseOpenGL::_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) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
uint32_t buffer_ofs = 0;
uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
#endif
storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
buffer_ofs = buffer_ofs_after;
if (p_singlecolor) {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
glEnableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs = buffer_ofs_after;
}
if (p_uvs) {
RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs = buffer_ofs_after;
} else {
glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
}
#ifdef RASTERIZER_EXTRA_CHECKS
// very slow, do not enable in normal use
for (int n = 0; n < p_index_count; n++) {
RAST_DEV_DEBUG_ASSERT(p_indices[n] < p_vertex_count);
}
#endif
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
if (storage->config.support_32_bits_indices) { //should check for
#ifdef DEBUG_ENABLED
ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
#endif
storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
storage->info.render._2d_draw_call_count++;
} else {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND((sizeof(uint16_t) * p_index_count) > data.polygon_index_buffer_size);
#endif
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]);
}
storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(uint16_t) * p_index_count, index16, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0);
storage->info.render._2d_draw_call_count++;
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseOpenGL::_legacy_draw_poly_triangles(Item::CommandPolygon *p_poly, RasterizerStorageOpenGL::Material *p_material) {
// return;
const PolyData &pd = _polydata[p_poly->polygon.polygon_id];
_set_texture_rect_mode(false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
// FTODO
//RasterizerStorageOpenGL::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
RasterizerStorageOpenGL::Texture *texture = _bind_canvas_texture(p_poly->texture, RID());
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
_draw_polygon(pd.indices.ptr(), pd.indices.size(), pd.points.size(), pd.points.ptr(), pd.uvs.ptr(), pd.colors.ptr(), pd.colors.size() == 1, nullptr, nullptr);
// _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());
#ifdef GLES_OVER_GL
#if 0
if (polygon->antialiased) {
glEnable(GL_LINE_SMOOTH);
if (polygon->antialiasing_use_indices) {
_draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
} else {
_draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
}
glDisable(GL_LINE_SMOOTH);
}
#endif
#endif
}
void RasterizerCanvasBaseOpenGL::_legacy_draw_primitive(Item::CommandPrimitive *p_pr, RasterizerStorageOpenGL::Material *p_material) {
// return;
if (p_pr->point_count != 4)
return; // not sure if supported
_set_texture_rect_mode(false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
_bind_canvas_texture(RID(), RID());
glDisableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttrib4fv(RS::ARRAY_COLOR, p_pr->colors[0].components);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
_draw_gui_primitive(p_pr->point_count, p_pr->points, NULL, NULL);
}
void RasterizerCanvasBaseOpenGL::_legacy_draw_line(Item::CommandPrimitive *p_pr, RasterizerStorageOpenGL::Material *p_material) {
_set_texture_rect_mode(false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
_bind_canvas_texture(RID(), RID());
glDisableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttrib4fv(RS::ARRAY_COLOR, p_pr->colors[0].components);
state.canvas_shader.set_uniform(CanvasShaderOpenGL::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
#ifdef GLES_OVER_GL
// if (line->antialiased)
// glEnable(GL_LINE_SMOOTH);
#endif
_draw_gui_primitive(2, p_pr->points, NULL, NULL);
#ifdef GLES_OVER_GL
// if (line->antialiased)
// glDisable(GL_LINE_SMOOTH);
#endif
}
void RasterizerCanvasBaseOpenGL::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles) {
static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
int color_offset = 0;
int uv_offset = 0;
int light_angle_offset = 0;
int stride = 2;
if (p_colors) {
color_offset = stride;
stride += 4;
}
if (p_uvs) {
uv_offset = stride;
stride += 2;
}
if (p_light_angles) { //light_angles
light_angle_offset = stride;
stride += 1;
}
RAST_DEV_DEBUG_ASSERT(p_points <= 4);
float buffer_data[(2 + 2 + 4 + 1) * 4];
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;
}
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;
}
}
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;
}
}
if (p_light_angles) {
for (int i = 0; i < p_points; i++) {
buffer_data[stride * i + light_angle_offset + 0] = p_light_angles[i];
}
}
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, p_points * stride * 4 * sizeof(float), buffer_data, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
if (p_colors) {
glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
glEnableVertexAttribArray(RS::ARRAY_COLOR);
}
if (p_uvs) {
glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
}
if (p_light_angles) {
glVertexAttribPointer(RS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(light_angle_offset * sizeof(float)));
glEnableVertexAttribArray(RS::ARRAY_TANGENT);
}
glDrawArrays(prim[p_points], 0, p_points);
storage->info.render._2d_draw_call_count++;
if (p_light_angles) {
// may not be needed
glDisableVertexAttribArray(RS::ARRAY_TANGENT);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasBaseOpenGL::_copy_screen(const Rect2 &p_rect) {
if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen.");
return;
}
ERR_FAIL_COND_MSG(storage->frame.current_rt->copy_screen_effect.color == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
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(CopyShaderOpenGL::USE_COPY_SECTION, true);
}
storage->shaders.copy.set_conditional(CopyShaderOpenGL::USE_NO_ALPHA, !state.using_transparent_rt);
storage->bind_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(CopyShaderOpenGL::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(CopyShaderOpenGL::USE_COPY_SECTION, false);
storage->shaders.copy.set_conditional(CopyShaderOpenGL::USE_NO_ALPHA, false);
storage->bind_framebuffer(storage->frame.current_rt->fbo);
glEnable(GL_BLEND);
}
void RasterizerCanvasBaseOpenGL::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) {
#if 0
RasterizerStorageOpenGL::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(CanvasShadowShaderOpenGL::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);
RS::CanvasOccluderPolygonCullMode cull = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
for (int i = 0; i < 4; i++) {
//make sure it remains orthogonal, makes easy to read angle later
Transform3D 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(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderOpenGL::PROJECTION_MATRIX, projection);
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderOpenGL::LIGHT_MATRIX, light);
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderOpenGL::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) {
RasterizerStorageOpenGL::CanvasOccluder *cc = storage->canvas_occluder_owner.get_or_null(instance->polygon_buffer);
if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
continue;
}
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderOpenGL::WORLD_MATRIX, instance->xform_cache);
RS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
if (transformed_cull_cache != RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
(p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
transformed_cull_cache =
transformed_cull_cache == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
RS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
}
if (cull != transformed_cull_cache) {
cull = transformed_cull_cache;
switch (cull) {
case RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
glDisable(GL_CULL_FACE);
} break;
case RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
} break;
case RS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
} break;
}
}
glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
}
void RasterizerCanvasBaseOpenGL::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 = Vector2(storage->_dims.win_width, storage->_dims.win_height);
}
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(LensDistortedShaderOpenGL::OFFSET, offset);
state.lens_shader.set_uniform(LensDistortedShaderOpenGL::SCALE, scale);
state.lens_shader.set_uniform(LensDistortedShaderOpenGL::K1, p_k1);
state.lens_shader.set_uniform(LensDistortedShaderOpenGL::K2, p_k2);
state.lens_shader.set_uniform(LensDistortedShaderOpenGL::EYE_CENTER, p_eye_center);
state.lens_shader.set_uniform(LensDistortedShaderOpenGL::UPSCALE, p_oversample);
state.lens_shader.set_uniform(LensDistortedShaderOpenGL::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 < RS::ARRAY_MAX; i++) {
glDisableVertexAttribArray(i);
}
}
void RasterizerCanvasBaseOpenGL::initialize() {
bool flag_stream = false;
//flag_stream = GLOBAL_GET("rendering/options/api_usage_legacy/flag_stream");
if (flag_stream)
_buffer_upload_usage_flag = GL_STREAM_DRAW;
else
_buffer_upload_usage_flag = GL_DYNAMIC_DRAW;
// 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);
}
// polygon buffer
{
uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
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"));
poly_size = MAX(poly_size, 128); // minimum 2k, may still see anomalies in editor
poly_size *= 1024;
glGenBuffers(1, &data.polygon_buffer);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
data.polygon_buffer_size = poly_size;
glBindBuffer(GL_ARRAY_BUFFER, 0);
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"));
index_size = MAX(index_size, 128);
index_size *= 1024; // kb
glGenBuffers(1, &data.polygon_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
data.polygon_index_buffer_size = index_size;
}
// ninepatch buffers
{
// array buffer
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);
#define _EIDX(y, x) (y * 4 + x)
uint8_t elems[3 * 2 * 9] = {
// 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
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
state.canvas_shadow_shader.init();
state.canvas_shader.init();
_set_texture_rect_mode(true);
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
state.canvas_shader.bind();
state.lens_shader.init();
state.canvas_shader.set_conditional(CanvasShaderOpenGL::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
state.using_light = NULL;
state.using_transparent_rt = false;
state.using_skeleton = false;
}
RendererCanvasRender::PolygonID RasterizerCanvasBaseOpenGL::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
uint32_t id = _polydata.alloc();
PolyData &pd = _polydata[id];
pd.indices = p_indices;
pd.points = p_points;
pd.colors = p_colors;
pd.uvs = p_uvs;
return id;
}
void RasterizerCanvasBaseOpenGL::free_polygon(PolygonID p_polygon) {
_polydata.free(p_polygon);
}
void RasterizerCanvasBaseOpenGL::finalize() {
}
RasterizerCanvasBaseOpenGL::RasterizerCanvasBaseOpenGL() {
}
#endif // OPENGL_BACKEND_ENABLED