/*************************************************************************/ /* rasterizer_canvas_base_gles2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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_gles2.h" #include "core/os/os.h" #include "core/project_settings.h" #include "rasterizer_scene_gles2.h" #include "servers/visual/visual_server_raster.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif RID RasterizerCanvasBaseGLES2::light_internal_create() { return RID(); } void RasterizerCanvasBaseGLES2::light_internal_update(RID p_rid, Light *p_light) { } void RasterizerCanvasBaseGLES2::light_internal_free(RID p_rid) { } void RasterizerCanvasBaseGLES2::canvas_begin() { state.canvas_shader.bind(); state.using_transparent_rt = false; int viewport_x, viewport_y, viewport_width, viewport_height; if (storage->frame.current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) { // set Viewport and Scissor when rendering directly to screen viewport_width = storage->frame.current_rt->width; viewport_height = storage->frame.current_rt->height; viewport_x = storage->frame.current_rt->x; viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y; glScissor(viewport_x, viewport_y, viewport_width, viewport_height); glViewport(viewport_x, viewport_y, viewport_width, viewport_height); glEnable(GL_SCISSOR_TEST); } } 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; } /* 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(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(); _bind_quad_buffer(); } void RasterizerCanvasBaseGLES2::canvas_end() { glBindBuffer(GL_ARRAY_BUFFER, 0); for (int i = 0; i < VS::ARRAY_MAX; i++) { glDisableVertexAttribArray(i); } if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::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; 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 RasterizerCanvasBaseGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { 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)); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_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; glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); } else { if (texture->redraw_if_visible) { VisualServerRaster::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; 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(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 { if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies VisualServerRaster::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(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); } return tex_return; } void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *black_image) { 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, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / 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, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / 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, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / 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, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / 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)); } canvas_end(); } void RasterizerCanvasBaseGLES2::_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 RasterizerCanvasBaseGLES2::_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); 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); } 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); } 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); 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);*/ } } } void RasterizerCanvasBaseGLES2::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. // It should probably use texture unit -3 (as GLES2 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 RasterizerCanvasBaseGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) { } void RasterizerCanvasBaseGLES2::_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 RasterizerCanvasBaseGLES2::_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); #ifndef GLES_OVER_GL // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); #endif 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; 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), CAST_INT_TO_UCHAR_PTR(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), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(Vector2) * p_vertex_count; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } 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, CAST_INT_TO_UCHAR_PTR(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, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(int) * 4 * p_vertex_count; } else { glDisableVertexAttribArray(VS::ARRAY_WEIGHTS); glDisableVertexAttribArray(VS::ARRAY_BONES); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); #ifndef GLES_OVER_GL // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); #endif 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); storage->info.render._2d_draw_call_count++; } 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); storage->info.render._2d_draw_call_count++; } glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void RasterizerCanvasBaseGLES2::_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); #ifndef GLES_OVER_GL // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); #endif 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; 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), CAST_INT_TO_UCHAR_PTR(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), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } glDrawArrays(p_primitive, 0, p_vertex_count); storage->info.render._2d_draw_call_count++; glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasBaseGLES2::_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); #ifndef GLES_OVER_GL // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); #endif 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; 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), CAST_INT_TO_UCHAR_PTR(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), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(Vector2) * p_vertex_count; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); #ifndef GLES_OVER_GL // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW); #endif if (storage->config.support_32_bits_indices) { //should check for glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); storage->info.render._2d_draw_call_count++; } 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(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 RasterizerCanvasBaseGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { 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 stride = 2; if (p_colors) { color_offset = stride; stride += 4; } if (p_uvs) { uv_offset = stride; stride += 2; } float buffer_data[(2 + 2 + 4) * 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; } } glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); #ifndef GLES_OVER_GL // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW); #endif glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); if (p_colors) { glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float))); glEnableVertexAttribArray(VS::ARRAY_COLOR); } if (p_uvs) { glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float))); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); } glDrawArrays(prim[p_points], 0, p_points); storage->info.render._2d_draw_call_count++; glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasBaseGLES2::_copy_screen(const Rect2 &p_rect) { if (storage->frame.current_rt->flags[RasterizerStorage::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(CopyShaderGLES2::USE_COPY_SECTION, true); } storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt); 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); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front glEnable(GL_BLEND); } void RasterizerCanvasBaseGLES2::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) { 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.getornull(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); VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) { transformed_cull_cache = transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; } if (cull != transformed_cull_cache) { cull = transformed_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; } } 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); glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0); instance = instance->next; } } glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void RasterizerCanvasBaseGLES2::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); } } void RasterizerCanvasBaseGLES2::initialize() { // 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 *= 1024; poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); 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 *= 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(); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); state.canvas_shader.bind(); state.lens_shader.init(); state.canvas_shader.set_conditional(CanvasShaderGLES2::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; } void RasterizerCanvasBaseGLES2::finalize() { } RasterizerCanvasBaseGLES2::RasterizerCanvasBaseGLES2() { #ifdef GLES_OVER_GL use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/use_nvidia_rect_flicker_workaround"); #else // Not needed (a priori) on GLES devices use_nvidia_rect_workaround = false; #endif }