2357 lines
88 KiB
C++
2357 lines
88 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_gles3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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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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/* */
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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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#include "rasterizer_canvas_gles3.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "rasterizer_scene_gles3.h"
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#include "servers/visual/visual_server_raster.h"
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#ifndef GLES_OVER_GL
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#define glClearDepth glClearDepthf
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#endif
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static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
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p_array[0] = p_mtx.elements[0][0];
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p_array[1] = p_mtx.elements[0][1];
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p_array[2] = 0;
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p_array[3] = 0;
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p_array[4] = p_mtx.elements[1][0];
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p_array[5] = p_mtx.elements[1][1];
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p_array[6] = 0;
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p_array[7] = 0;
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p_array[8] = 0;
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p_array[9] = 0;
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p_array[10] = 1;
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p_array[11] = 0;
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p_array[12] = p_mtx.elements[2][0];
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p_array[13] = p_mtx.elements[2][1];
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p_array[14] = 0;
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p_array[15] = 1;
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}
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static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
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p_array[0] = p_mtx.basis.elements[0][0];
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p_array[1] = p_mtx.basis.elements[1][0];
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p_array[2] = p_mtx.basis.elements[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.basis.elements[0][1];
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p_array[5] = p_mtx.basis.elements[1][1];
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p_array[6] = p_mtx.basis.elements[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.basis.elements[0][2];
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p_array[9] = p_mtx.basis.elements[1][2];
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p_array[10] = p_mtx.basis.elements[2][2];
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p_array[11] = 0;
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p_array[12] = p_mtx.origin.x;
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p_array[13] = p_mtx.origin.y;
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p_array[14] = p_mtx.origin.z;
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p_array[15] = 1;
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}
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static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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p_array[i * 4 + j] = p_mtx.matrix[i][j];
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}
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}
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}
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RID RasterizerCanvasGLES3::light_internal_create() {
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LightInternal *li = memnew(LightInternal);
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glGenBuffers(1, &li->ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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return light_internal_owner.make_rid(li);
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}
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void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
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LightInternal *li = light_internal_owner.getornull(p_rid);
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ERR_FAIL_COND(!li);
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store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
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store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
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store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
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for (int i = 0; i < 4; i++) {
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li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
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li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
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}
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li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
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li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
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li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
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li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
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li->ubo_data.light_height = p_light->height;
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if (p_light->radius_cache == 0)
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li->ubo_data.shadow_gradient = 0;
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else
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li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
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li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
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glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
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LightInternal *li = light_internal_owner.getornull(p_rid);
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ERR_FAIL_COND(!li);
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glDeleteBuffers(1, &li->ubo);
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light_internal_owner.free(p_rid);
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memdelete(li);
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}
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void RasterizerCanvasGLES3::canvas_begin() {
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if (storage->frame.current_rt && storage->frame.clear_request) {
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// a clear request may be pending, so do it
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bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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glClearColor(storage->frame.clear_request_color.r,
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storage->frame.clear_request_color.g,
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storage->frame.clear_request_color.b,
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transparent ? storage->frame.clear_request_color.a : 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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storage->frame.clear_request = false;
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glColorMask(1, 1, 1, transparent ? 1 : 0);
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}
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reset_canvas();
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
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state.canvas_shader.set_custom_shader(0);
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state.canvas_shader.bind();
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state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
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state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
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state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
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if (storage->frame.current_rt) {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
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} else {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
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}
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//state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
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//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
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//state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
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glBindVertexArray(data.canvas_quad_array);
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state.using_texture_rect = true;
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state.using_ninepatch = false;
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state.using_skeleton = false;
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}
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void RasterizerCanvasGLES3::canvas_end() {
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glBindVertexArray(0);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
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glColorMask(1, 1, 1, 1);
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glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
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state.using_texture_rect = false;
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state.using_ninepatch = false;
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}
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RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
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RasterizerStorageGLES3::Texture *tex_return = NULL;
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if (p_texture == state.current_tex && !p_force) {
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tex_return = state.current_tex_ptr;
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} else if (p_texture.is_valid()) {
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RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
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if (!texture) {
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state.current_tex = RID();
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state.current_tex_ptr = NULL;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
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} else {
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if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
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VisualServerRaster::redraw_request();
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}
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texture = texture->get_ptr();
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if (texture->render_target)
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texture->render_target->used_in_frame = true;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->tex_id);
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state.current_tex = p_texture;
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state.current_tex_ptr = texture;
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tex_return = texture;
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}
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
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state.current_tex = RID();
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state.current_tex_ptr = NULL;
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}
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if (p_normal_map == state.current_normal && !p_force) {
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//do none
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state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
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} else if (p_normal_map.is_valid()) {
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RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
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if (!normal_map) {
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state.current_normal = RID();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
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} else {
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if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
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VisualServerRaster::redraw_request();
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}
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normal_map = normal_map->get_ptr();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
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state.current_normal = p_normal_map;
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state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
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}
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} else {
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state.current_normal = RID();
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
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}
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return tex_return;
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}
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void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
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if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
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return;
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if (p_enable) {
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glBindVertexArray(data.canvas_quad_array);
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} else {
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
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state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
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state.canvas_shader.bind();
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state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
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if (state.using_skeleton) {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
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}
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if (storage->frame.current_rt) {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
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} else {
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state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
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}
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state.using_texture_rect = p_enable;
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state.using_ninepatch = p_ninepatch;
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}
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void RasterizerCanvasGLES3::_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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glBindVertexArray(data.polygon_buffer_pointer_array);
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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#ifndef GLES_OVER_GL
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// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
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glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
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#endif
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uint32_t buffer_ofs = 0;
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//vertex
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
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buffer_ofs += sizeof(Vector2) * p_vertex_count;
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//color
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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if (p_singlecolor) {
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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Color m = *p_colors;
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glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
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} else if (!p_colors) {
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
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} else {
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
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glEnableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
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buffer_ofs += sizeof(Color) * p_vertex_count;
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}
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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if (p_uvs) {
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
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glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
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glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
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buffer_ofs += sizeof(Vector2) * p_vertex_count;
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} else {
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glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
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}
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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if (p_bones && p_weights) {
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
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glEnableVertexAttribArray(VS::ARRAY_BONES);
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//glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
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glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
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buffer_ofs += sizeof(int) * 4 * p_vertex_count;
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
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glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
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glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
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buffer_ofs += sizeof(float) * 4 * p_vertex_count;
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} else if (state.using_skeleton) {
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glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
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glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
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}
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
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#endif
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//bind the indices buffer.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
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#ifndef GLES_OVER_GL
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// 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
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
|
|
|
|
//draw the triangles.
|
|
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
|
|
|
|
storage->info.render._2d_draw_call_count++;
|
|
|
|
if (p_bones && p_weights) {
|
|
//not used so often, so disable when used
|
|
glDisableVertexAttribArray(VS::ARRAY_BONES);
|
|
glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
|
|
|
|
glBindVertexArray(data.polygon_buffer_pointer_array);
|
|
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;
|
|
|
|
//vertex
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
//color
|
|
|
|
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, 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, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
|
|
} else {
|
|
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
}
|
|
|
|
glDrawArrays(p_primitive, 0, p_vertex_count);
|
|
|
|
storage->info.render._2d_draw_call_count++;
|
|
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::_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) {
|
|
|
|
glBindVertexArray(data.polygon_buffer_pointer_array);
|
|
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;
|
|
|
|
//vertex
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
//color
|
|
#ifdef DEBUG_ENABLED
|
|
ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
|
|
#endif
|
|
|
|
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, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Color) * p_vertex_count;
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
|
|
#endif
|
|
|
|
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, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
|
|
} else {
|
|
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
|
|
#endif
|
|
|
|
//bind the indices buffer.
|
|
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
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
|
|
|
|
//draw the triangles.
|
|
glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
|
|
|
|
storage->info.render._2d_draw_call_count++;
|
|
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::_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 };
|
|
|
|
//#define GLES_USE_PRIMITIVE_BUFFER
|
|
|
|
int version = 0;
|
|
int color_ofs = 0;
|
|
int uv_ofs = 0;
|
|
int stride = 2;
|
|
|
|
if (p_colors) { //color
|
|
version |= 1;
|
|
color_ofs = stride;
|
|
stride += 4;
|
|
}
|
|
|
|
if (p_uvs) { //uv
|
|
version |= 2;
|
|
uv_ofs = stride;
|
|
stride += 2;
|
|
}
|
|
|
|
float b[(2 + 2 + 4) * 4];
|
|
|
|
for (int i = 0; i < p_points; i++) {
|
|
b[stride * i + 0] = p_vertices[i].x;
|
|
b[stride * i + 1] = p_vertices[i].y;
|
|
}
|
|
|
|
if (p_colors) {
|
|
|
|
for (int i = 0; i < p_points; i++) {
|
|
b[stride * i + color_ofs + 0] = p_colors[i].r;
|
|
b[stride * i + color_ofs + 1] = p_colors[i].g;
|
|
b[stride * i + color_ofs + 2] = p_colors[i].b;
|
|
b[stride * i + color_ofs + 3] = p_colors[i].a;
|
|
}
|
|
}
|
|
|
|
if (p_uvs) {
|
|
|
|
for (int i = 0; i < p_points; i++) {
|
|
b[stride * i + uv_ofs + 0] = p_uvs[i].x;
|
|
b[stride * i + uv_ofs + 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
|
|
//TODO the below call may need to be replaced with: glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), &b[0]);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
|
|
glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
|
|
glDrawArrays(prim[p_points], 0, p_points);
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
storage->info.render._2d_draw_call_count++;
|
|
}
|
|
|
|
static const GLenum gl_primitive[] = {
|
|
GL_POINTS,
|
|
GL_LINES,
|
|
GL_LINE_STRIP,
|
|
GL_LINE_LOOP,
|
|
GL_TRIANGLES,
|
|
GL_TRIANGLE_STRIP,
|
|
GL_TRIANGLE_FAN
|
|
};
|
|
|
|
void RasterizerCanvasGLES3::render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture) {
|
|
|
|
_set_texture_rect_mode(false);
|
|
|
|
if (p_texture) {
|
|
|
|
bool untile = false;
|
|
|
|
if (p_rect->flags & CANVAS_RECT_TILE && !(p_texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
untile = true;
|
|
}
|
|
|
|
Size2 texpixel_size(1.0 / p_texture->width, 1.0 / p_texture->height);
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
|
|
|
|
Vector2 points[4] = {
|
|
p_rect->rect.position,
|
|
p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
|
|
p_rect->rect.position + p_rect->rect.size,
|
|
p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
|
|
};
|
|
|
|
if (p_rect->rect.size.x < 0) {
|
|
SWAP(points[0], points[1]);
|
|
SWAP(points[2], points[3]);
|
|
}
|
|
if (p_rect->rect.size.y < 0) {
|
|
SWAP(points[0], points[3]);
|
|
SWAP(points[1], points[2]);
|
|
}
|
|
Rect2 src_rect = (p_rect->flags & CANVAS_RECT_REGION) ? Rect2(p_rect->source.position * texpixel_size, p_rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
|
|
|
Vector2 uvs[4] = {
|
|
src_rect.position,
|
|
src_rect.position + Vector2(src_rect.size.x, 0.0),
|
|
src_rect.position + src_rect.size,
|
|
src_rect.position + Vector2(0.0, src_rect.size.y),
|
|
};
|
|
|
|
if (p_rect->flags & CANVAS_RECT_TRANSPOSE) {
|
|
SWAP(uvs[1], uvs[3]);
|
|
}
|
|
|
|
if (p_rect->flags & CANVAS_RECT_FLIP_H) {
|
|
SWAP(uvs[0], uvs[1]);
|
|
SWAP(uvs[2], uvs[3]);
|
|
}
|
|
if (p_rect->flags & CANVAS_RECT_FLIP_V) {
|
|
SWAP(uvs[0], uvs[3]);
|
|
SWAP(uvs[1], uvs[2]);
|
|
}
|
|
|
|
_draw_gui_primitive(4, points, NULL, uvs);
|
|
|
|
if (untile) {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
} else {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
|
|
|
|
Vector2 points[4] = {
|
|
p_rect->rect.position,
|
|
p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
|
|
p_rect->rect.position + p_rect->rect.size,
|
|
p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
|
|
};
|
|
|
|
_draw_gui_primitive(4, points, NULL, nullptr);
|
|
}
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
|
|
|
|
int cc = p_item->commands.size();
|
|
Item::Command **commands = p_item->commands.ptrw();
|
|
|
|
for (int i = 0; i < cc; i++) {
|
|
|
|
Item::Command *c = commands[i];
|
|
|
|
switch (c->type) {
|
|
case Item::Command::TYPE_LINE: {
|
|
|
|
Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
|
|
_set_texture_rect_mode(false);
|
|
|
|
_bind_canvas_texture(RID(), RID());
|
|
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
|
|
|
|
if (line->width <= 1) {
|
|
Vector2 verts[2] = {
|
|
Vector2(line->from.x, line->from.y),
|
|
Vector2(line->to.x, line->to.y)
|
|
};
|
|
|
|
#ifdef GLES_OVER_GL
|
|
if (line->antialiased)
|
|
glEnable(GL_LINE_SMOOTH);
|
|
#endif
|
|
//glLineWidth(line->width);
|
|
_draw_gui_primitive(2, verts, NULL, NULL);
|
|
|
|
#ifdef GLES_OVER_GL
|
|
if (line->antialiased)
|
|
glDisable(GL_LINE_SMOOTH);
|
|
#endif
|
|
} else {
|
|
//thicker line
|
|
|
|
Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
|
|
|
|
Vector2 verts[4] = {
|
|
line->from - t,
|
|
line->from + t,
|
|
line->to + t,
|
|
line->to - t,
|
|
};
|
|
|
|
//glLineWidth(line->width);
|
|
_draw_gui_primitive(4, verts, NULL, NULL);
|
|
#ifdef GLES_OVER_GL
|
|
if (line->antialiased) {
|
|
glEnable(GL_LINE_SMOOTH);
|
|
for (int j = 0; j < 4; j++) {
|
|
Vector2 vertsl[2] = {
|
|
verts[j],
|
|
verts[(j + 1) % 4],
|
|
};
|
|
_draw_gui_primitive(2, vertsl, NULL, NULL);
|
|
}
|
|
glDisable(GL_LINE_SMOOTH);
|
|
}
|
|
#endif
|
|
}
|
|
} break;
|
|
case Item::Command::TYPE_POLYLINE: {
|
|
|
|
Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
|
|
_set_texture_rect_mode(false);
|
|
|
|
_bind_canvas_texture(RID(), RID());
|
|
|
|
if (pline->triangles.size()) {
|
|
|
|
_draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
|
|
#ifdef GLES_OVER_GL
|
|
glEnable(GL_LINE_SMOOTH);
|
|
if (pline->multiline) {
|
|
//needs to be different
|
|
} else {
|
|
_draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
|
|
}
|
|
glDisable(GL_LINE_SMOOTH);
|
|
#endif
|
|
} else {
|
|
|
|
#ifdef GLES_OVER_GL
|
|
if (pline->antialiased)
|
|
glEnable(GL_LINE_SMOOTH);
|
|
#endif
|
|
|
|
if (pline->multiline) {
|
|
int todo = pline->lines.size() / 2;
|
|
int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
|
|
int offset = 0;
|
|
|
|
while (todo) {
|
|
int to_draw = MIN(max_per_call, todo);
|
|
_draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
|
|
todo -= to_draw;
|
|
offset += to_draw * 2;
|
|
}
|
|
|
|
} else {
|
|
|
|
_draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
|
|
}
|
|
|
|
#ifdef GLES_OVER_GL
|
|
if (pline->antialiased)
|
|
glDisable(GL_LINE_SMOOTH);
|
|
#endif
|
|
}
|
|
|
|
} break;
|
|
case Item::Command::TYPE_RECT: {
|
|
|
|
Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
|
|
|
|
//set color
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
|
|
|
|
if (use_nvidia_rect_workaround) {
|
|
render_rect_nvidia_workaround(rect, texture);
|
|
} else {
|
|
|
|
_set_texture_rect_mode(true);
|
|
|
|
if (texture) {
|
|
|
|
bool untile = false;
|
|
|
|
if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
untile = true;
|
|
}
|
|
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
|
Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
|
|
|
|
if (dst_rect.size.width < 0) {
|
|
dst_rect.position.x += dst_rect.size.width;
|
|
dst_rect.size.width *= -1;
|
|
}
|
|
if (dst_rect.size.height < 0) {
|
|
dst_rect.position.y += dst_rect.size.height;
|
|
dst_rect.size.height *= -1;
|
|
}
|
|
|
|
if (rect->flags & CANVAS_RECT_FLIP_H) {
|
|
src_rect.size.x *= -1;
|
|
}
|
|
|
|
if (rect->flags & CANVAS_RECT_FLIP_V) {
|
|
src_rect.size.y *= -1;
|
|
}
|
|
|
|
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
|
|
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
|
|
}
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, rect->flags & CANVAS_RECT_CLIP_UV);
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
storage->info.render._2d_draw_call_count++;
|
|
|
|
if (untile) {
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
} else {
|
|
Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
|
|
|
|
if (dst_rect.size.width < 0) {
|
|
dst_rect.position.x += dst_rect.size.width;
|
|
dst_rect.size.width *= -1;
|
|
}
|
|
if (dst_rect.size.height < 0) {
|
|
dst_rect.position.y += dst_rect.size.height;
|
|
dst_rect.size.height *= -1;
|
|
}
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
storage->info.render._2d_draw_call_count++;
|
|
}
|
|
} // if not use nvidia workaround
|
|
} break;
|
|
case Item::Command::TYPE_NINEPATCH: {
|
|
|
|
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
|
|
|
|
_set_texture_rect_mode(true, true);
|
|
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
|
|
|
|
Size2 texpixel_size;
|
|
|
|
if (!texture) {
|
|
|
|
texpixel_size = Size2(1, 1);
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
|
|
|
|
} else {
|
|
|
|
if (np->source != Rect2()) {
|
|
texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
|
|
} else {
|
|
texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
|
|
}
|
|
}
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
storage->info.render._2d_draw_call_count++;
|
|
} break;
|
|
case Item::Command::TYPE_PRIMITIVE: {
|
|
|
|
Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
|
|
_set_texture_rect_mode(false);
|
|
|
|
ERR_CONTINUE(primitive->points.size() < 1);
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
|
|
|
|
Color col = primitive->colors[0];
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a);
|
|
|
|
} else if (primitive->colors.empty()) {
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
}
|
|
|
|
_draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
|
|
|
|
} break;
|
|
case Item::Command::TYPE_POLYGON: {
|
|
|
|
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
|
|
_set_texture_rect_mode(false);
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
|
|
#ifdef GLES_OVER_GL
|
|
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
|
|
|
|
} break;
|
|
case Item::Command::TYPE_MESH: {
|
|
|
|
Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
|
|
_set_texture_rect_mode(false);
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
|
|
|
|
RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
|
|
if (mesh_data) {
|
|
|
|
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
|
|
RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
|
|
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
|
|
glBindVertexArray(s->array_id);
|
|
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
|
|
|
|
if (s->index_array_len) {
|
|
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
|
|
} else {
|
|
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
|
|
}
|
|
storage->info.render._2d_draw_call_count++;
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
}
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_MULTIMESH: {
|
|
|
|
Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
|
|
|
|
RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
|
|
|
|
if (!multi_mesh)
|
|
break;
|
|
|
|
RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
|
|
|
|
if (!mesh_data)
|
|
break;
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
|
|
//reset shader and force rebind
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
|
|
|
|
if (amount == -1) {
|
|
amount = multi_mesh->size;
|
|
}
|
|
|
|
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
|
|
RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
|
|
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
|
|
glBindVertexArray(s->instancing_array_id);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
|
|
|
|
int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
|
|
glEnableVertexAttribArray(8);
|
|
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
|
|
glVertexAttribDivisor(8, 1);
|
|
glEnableVertexAttribArray(9);
|
|
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
|
|
glVertexAttribDivisor(9, 1);
|
|
|
|
int color_ofs;
|
|
|
|
if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
|
|
glEnableVertexAttribArray(10);
|
|
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
|
|
glVertexAttribDivisor(10, 1);
|
|
color_ofs = 12 * 4;
|
|
} else {
|
|
glDisableVertexAttribArray(10);
|
|
glVertexAttrib4f(10, 0, 0, 1, 0);
|
|
color_ofs = 8 * 4;
|
|
}
|
|
|
|
int custom_data_ofs = color_ofs;
|
|
|
|
switch (multi_mesh->color_format) {
|
|
|
|
case VS::MULTIMESH_COLOR_MAX:
|
|
case VS::MULTIMESH_COLOR_NONE: {
|
|
glDisableVertexAttribArray(11);
|
|
glVertexAttrib4f(11, 1, 1, 1, 1);
|
|
} break;
|
|
case VS::MULTIMESH_COLOR_8BIT: {
|
|
glEnableVertexAttribArray(11);
|
|
glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
|
|
glVertexAttribDivisor(11, 1);
|
|
custom_data_ofs += 4;
|
|
|
|
} break;
|
|
case VS::MULTIMESH_COLOR_FLOAT: {
|
|
glEnableVertexAttribArray(11);
|
|
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
|
|
glVertexAttribDivisor(11, 1);
|
|
custom_data_ofs += 4 * 4;
|
|
} break;
|
|
}
|
|
|
|
switch (multi_mesh->custom_data_format) {
|
|
|
|
case VS::MULTIMESH_CUSTOM_DATA_MAX:
|
|
case VS::MULTIMESH_CUSTOM_DATA_NONE: {
|
|
glDisableVertexAttribArray(12);
|
|
glVertexAttrib4f(12, 1, 1, 1, 1);
|
|
} break;
|
|
case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
|
|
glEnableVertexAttribArray(12);
|
|
glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
|
|
glVertexAttribDivisor(12, 1);
|
|
|
|
} break;
|
|
case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
|
|
glEnableVertexAttribArray(12);
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
|
|
glVertexAttribDivisor(12, 1);
|
|
} break;
|
|
}
|
|
|
|
if (s->index_array_len) {
|
|
glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
|
|
} else {
|
|
glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
|
|
}
|
|
storage->info.render._2d_draw_call_count++;
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_PARTICLES: {
|
|
|
|
Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
|
|
|
|
RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
|
|
if (!particles)
|
|
break;
|
|
|
|
if (particles->inactive && !particles->emitting)
|
|
break;
|
|
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
|
|
|
|
VisualServerRaster::redraw_request();
|
|
|
|
storage->particles_request_process(particles_cmd->particles);
|
|
//enable instancing
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
|
|
//reset shader and force rebind
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
} else {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
|
|
}
|
|
|
|
if (!particles->use_local_coords) {
|
|
|
|
Transform2D inv_xf;
|
|
inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
|
|
inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
|
|
inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
|
|
inv_xf.affine_invert();
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
|
|
}
|
|
|
|
glBindVertexArray(data.particle_quad_array); //use particle quad array
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
|
|
|
|
int stride = sizeof(float) * 4 * 6;
|
|
|
|
int amount = particles->amount;
|
|
|
|
if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
|
|
|
|
glEnableVertexAttribArray(8); //xform x
|
|
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
|
|
glVertexAttribDivisor(8, 1);
|
|
glEnableVertexAttribArray(9); //xform y
|
|
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
|
|
glVertexAttribDivisor(9, 1);
|
|
glEnableVertexAttribArray(10); //xform z
|
|
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
|
|
glVertexAttribDivisor(10, 1);
|
|
glEnableVertexAttribArray(11); //color
|
|
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
|
|
glVertexAttribDivisor(11, 1);
|
|
glEnableVertexAttribArray(12); //custom
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
|
|
glVertexAttribDivisor(12, 1);
|
|
|
|
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
|
|
storage->info.render._2d_draw_call_count++;
|
|
} else {
|
|
//split
|
|
int split = int(Math::ceil(particles->phase * particles->amount));
|
|
|
|
if (amount - split > 0) {
|
|
glEnableVertexAttribArray(8); //xform x
|
|
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
|
|
glVertexAttribDivisor(8, 1);
|
|
glEnableVertexAttribArray(9); //xform y
|
|
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
|
|
glVertexAttribDivisor(9, 1);
|
|
glEnableVertexAttribArray(10); //xform z
|
|
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
|
|
glVertexAttribDivisor(10, 1);
|
|
glEnableVertexAttribArray(11); //color
|
|
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
|
|
glVertexAttribDivisor(11, 1);
|
|
glEnableVertexAttribArray(12); //custom
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
|
|
glVertexAttribDivisor(12, 1);
|
|
|
|
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
|
|
storage->info.render._2d_draw_call_count++;
|
|
}
|
|
|
|
if (split > 0) {
|
|
glEnableVertexAttribArray(8); //xform x
|
|
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
|
|
glVertexAttribDivisor(8, 1);
|
|
glEnableVertexAttribArray(9); //xform y
|
|
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
|
|
glVertexAttribDivisor(9, 1);
|
|
glEnableVertexAttribArray(10); //xform z
|
|
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
|
|
glVertexAttribDivisor(10, 1);
|
|
glEnableVertexAttribArray(11); //color
|
|
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
|
|
glVertexAttribDivisor(11, 1);
|
|
glEnableVertexAttribArray(12); //custom
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
|
|
glVertexAttribDivisor(12, 1);
|
|
|
|
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
|
|
storage->info.render._2d_draw_call_count++;
|
|
}
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_CIRCLE: {
|
|
|
|
_set_texture_rect_mode(false);
|
|
|
|
Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
|
|
static const int numpoints = 32;
|
|
Vector2 points[numpoints + 1];
|
|
points[numpoints] = circle->pos;
|
|
int indices[numpoints * 3];
|
|
|
|
for (int j = 0; j < numpoints; j++) {
|
|
|
|
points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius;
|
|
indices[j * 3 + 0] = j;
|
|
indices[j * 3 + 1] = (j + 1) % numpoints;
|
|
indices[j * 3 + 2] = numpoints;
|
|
}
|
|
|
|
_bind_canvas_texture(RID(), RID());
|
|
_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
|
|
|
|
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
|
|
//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
|
|
} break;
|
|
case Item::Command::TYPE_TRANSFORM: {
|
|
|
|
Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
|
|
state.extra_matrix = transform->xform;
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_CLIP_IGNORE: {
|
|
|
|
Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
|
|
if (current_clip) {
|
|
|
|
if (ci->ignore != reclip) {
|
|
if (ci->ignore) {
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
reclip = true;
|
|
} else {
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
|
|
//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
|
|
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
|
|
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
|
|
y = current_clip->final_clip_rect.position.y;
|
|
|
|
glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
|
|
|
|
reclip = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
|
|
|
|
ERR_FAIL_COND_MSG(storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
state.canvas_texscreen_used = true;
|
|
//blur diffuse into effect mipmaps using separatable convolution
|
|
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
|
|
|
|
Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
|
|
|
|
Color blur_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()) {
|
|
|
|
scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
|
|
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
|
|
|
|
storage->shaders.copy.bind();
|
|
storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
|
|
|
|
scene_render->_copy_screen();
|
|
|
|
for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
|
|
|
|
int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
|
|
int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
|
|
glViewport(0, 0, vp_w, vp_h);
|
|
//horizontal pass
|
|
scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
|
|
scene_render->state.effect_blur_shader.bind();
|
|
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
|
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
|
|
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
|
|
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
|
|
|
|
scene_render->_copy_screen();
|
|
|
|
scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
|
|
|
|
//vertical pass
|
|
scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
|
|
scene_render->state.effect_blur_shader.bind();
|
|
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
|
|
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
|
|
scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
|
|
|
|
scene_render->_copy_screen();
|
|
|
|
scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
|
|
}
|
|
|
|
scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
|
|
storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
|
|
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
|
|
|
|
// back to canvas, force rebind
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
_bind_canvas_texture(state.current_tex, state.current_normal, true);
|
|
|
|
glEnable(GL_BLEND);
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform) {
|
|
|
|
Item *current_clip = NULL;
|
|
RasterizerStorageGLES3::Shader *shader_cache = NULL;
|
|
|
|
bool rebind_shader = true;
|
|
|
|
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
state.current_tex = RID();
|
|
state.current_tex_ptr = NULL;
|
|
state.current_normal = RID();
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
|
|
int last_blend_mode = -1;
|
|
|
|
RID canvas_last_material;
|
|
|
|
bool prev_distance_field = false;
|
|
bool prev_use_skeleton = false;
|
|
|
|
while (p_item_list) {
|
|
|
|
Item *ci = p_item_list;
|
|
storage->info.render._2d_item_count++;
|
|
|
|
if (prev_distance_field != ci->distance_field) {
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field);
|
|
prev_distance_field = ci->distance_field;
|
|
rebind_shader = true;
|
|
}
|
|
|
|
if (current_clip != ci->final_clip_owner) {
|
|
|
|
current_clip = ci->final_clip_owner;
|
|
|
|
//setup clip
|
|
if (current_clip) {
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
|
|
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
|
|
y = current_clip->final_clip_rect.position.y;
|
|
|
|
glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
|
|
|
|
} else {
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
}
|
|
|
|
if (ci->copy_back_buffer) {
|
|
|
|
if (ci->copy_back_buffer->full) {
|
|
|
|
_copy_texscreen(Rect2());
|
|
} else {
|
|
_copy_texscreen(ci->copy_back_buffer->rect);
|
|
}
|
|
}
|
|
|
|
RasterizerStorageGLES3::Skeleton *skeleton = NULL;
|
|
|
|
{
|
|
//skeleton handling
|
|
if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
|
|
skeleton = storage->skeleton_owner.get(ci->skeleton);
|
|
if (!skeleton->use_2d) {
|
|
skeleton = NULL;
|
|
} else {
|
|
state.skeleton_transform = p_transform * skeleton->base_transform_2d;
|
|
state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
|
|
}
|
|
}
|
|
|
|
bool use_skeleton = skeleton != NULL;
|
|
if (prev_use_skeleton != use_skeleton) {
|
|
rebind_shader = true;
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
|
|
prev_use_skeleton = use_skeleton;
|
|
}
|
|
|
|
if (skeleton) {
|
|
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
|
|
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
|
|
state.using_skeleton = true;
|
|
} else {
|
|
state.using_skeleton = false;
|
|
}
|
|
}
|
|
|
|
//begin rect
|
|
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
|
|
|
|
RID material = material_owner->material;
|
|
|
|
if (material != canvas_last_material || rebind_shader) {
|
|
|
|
RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
|
|
RasterizerStorageGLES3::Shader *shader_ptr = NULL;
|
|
|
|
if (material_ptr) {
|
|
|
|
shader_ptr = material_ptr->shader;
|
|
|
|
if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
|
|
shader_ptr = NULL; //do not use non canvasitem shader
|
|
}
|
|
}
|
|
|
|
if (shader_ptr) {
|
|
|
|
if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
|
|
//copy if not copied before
|
|
_copy_texscreen(Rect2());
|
|
|
|
// blend mode will have been enabled so make sure we disable it again later on
|
|
last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
|
|
}
|
|
|
|
if (shader_ptr != shader_cache || rebind_shader) {
|
|
|
|
if (shader_ptr->canvas_item.uses_time) {
|
|
VisualServerRaster::redraw_request();
|
|
}
|
|
|
|
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
|
|
state.canvas_shader.bind();
|
|
}
|
|
|
|
if (material_ptr->ubo_id) {
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
|
|
}
|
|
|
|
int tc = material_ptr->textures.size();
|
|
RID *textures = material_ptr->textures.ptrw();
|
|
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
|
|
|
|
for (int i = 0; i < tc; i++) {
|
|
|
|
glActiveTexture(GL_TEXTURE2 + i);
|
|
|
|
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
|
|
if (!t) {
|
|
|
|
switch (texture_hints[i]) {
|
|
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
|
|
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
|
|
} break;
|
|
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
|
|
} break;
|
|
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
|
|
} break;
|
|
default: {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
} break;
|
|
}
|
|
|
|
//check hints
|
|
|
|
continue;
|
|
}
|
|
|
|
if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
|
|
VisualServerRaster::redraw_request();
|
|
}
|
|
|
|
t = t->get_ptr();
|
|
|
|
if (storage->config.srgb_decode_supported && t->using_srgb) {
|
|
//no srgb in 2D
|
|
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
|
|
t->using_srgb = false;
|
|
}
|
|
|
|
glBindTexture(t->target, t->tex_id);
|
|
}
|
|
|
|
} else {
|
|
state.canvas_shader.set_custom_shader(0);
|
|
state.canvas_shader.bind();
|
|
}
|
|
|
|
shader_cache = shader_ptr;
|
|
|
|
canvas_last_material = material;
|
|
rebind_shader = false;
|
|
}
|
|
|
|
int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
|
|
if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
|
|
blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
|
|
}
|
|
bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
|
|
bool reclip = false;
|
|
|
|
if (last_blend_mode != blend_mode) {
|
|
if (last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
|
|
// re-enable it
|
|
glEnable(GL_BLEND);
|
|
} else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
|
|
// disable it
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
switch (blend_mode) {
|
|
|
|
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
|
|
|
|
// nothing to do here
|
|
|
|
} break;
|
|
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
|
|
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
|
|
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
|
|
} else {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
|
|
|
|
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
|
|
} else {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
|
|
}
|
|
} break;
|
|
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
|
|
} else {
|
|
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
}
|
|
|
|
last_blend_mode = blend_mode;
|
|
}
|
|
|
|
state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
|
|
|
|
state.final_transform = ci->final_transform;
|
|
state.extra_matrix = Transform2D();
|
|
|
|
if (state.using_skeleton) {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
|
|
}
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
|
|
if (storage->frame.current_rt) {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
|
|
} else {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
|
|
}
|
|
if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
|
|
_canvas_item_render_commands(ci, current_clip, reclip);
|
|
|
|
if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
|
|
|
|
Light *light = p_light;
|
|
bool light_used = false;
|
|
VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
|
|
state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate
|
|
|
|
while (light) {
|
|
|
|
if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
|
|
|
|
//intersects this light
|
|
|
|
if (!light_used || mode != light->mode) {
|
|
|
|
mode = light->mode;
|
|
|
|
switch (mode) {
|
|
|
|
case VS::CANVAS_LIGHT_MODE_ADD: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
} break;
|
|
case VS::CANVAS_LIGHT_MODE_SUB: {
|
|
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
} break;
|
|
case VS::CANVAS_LIGHT_MODE_MIX:
|
|
case VS::CANVAS_LIGHT_MODE_MASK: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
if (!light_used) {
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
|
|
light_used = true;
|
|
}
|
|
|
|
bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
|
|
if (has_shadow) {
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
|
|
}
|
|
|
|
bool light_rebind = state.canvas_shader.bind();
|
|
|
|
if (light_rebind) {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
|
|
if (storage->frame.current_rt) {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
|
|
} else {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
|
|
}
|
|
if (state.using_skeleton) {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
|
|
}
|
|
}
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
|
|
|
|
if (has_shadow) {
|
|
|
|
RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
|
|
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
|
|
glBindTexture(GL_TEXTURE_2D, cls->distance);
|
|
|
|
/*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
|
|
canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
|
|
canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
|
|
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
|
|
if (!t) {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
} else {
|
|
t = t->get_ptr();
|
|
|
|
glBindTexture(t->target, t->tex_id);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
_canvas_item_render_commands(ci, current_clip, reclip); //redraw using light
|
|
}
|
|
|
|
light = light->next_ptr;
|
|
}
|
|
|
|
if (light_used) {
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
|
|
|
|
state.canvas_shader.bind();
|
|
|
|
last_blend_mode = -1;
|
|
|
|
/*
|
|
//this is set again, so it should not be needed anyway?
|
|
state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
|
|
ci->final_modulate.r * p_modulate.r,
|
|
ci->final_modulate.g * p_modulate.g,
|
|
ci->final_modulate.b * p_modulate.b,
|
|
ci->final_modulate.a * p_modulate.a );
|
|
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
|
|
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
//@TODO RESET canvas_blend_mode
|
|
*/
|
|
}
|
|
}
|
|
|
|
if (reclip) {
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
|
|
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
|
|
y = current_clip->final_clip_rect.position.y;
|
|
glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
|
|
}
|
|
|
|
p_item_list = p_item_list->next;
|
|
}
|
|
|
|
if (current_clip) {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
//disable states that may have been used
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
|
|
|
|
Light *light = p_lights_with_shadow;
|
|
|
|
canvas_begin(); //reset
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
int h = 10;
|
|
int w = storage->frame.current_rt->width;
|
|
int ofs = h;
|
|
glDisable(GL_BLEND);
|
|
|
|
while (light) {
|
|
if (light->shadow_buffer.is_valid()) {
|
|
|
|
RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
|
|
if (sb) {
|
|
glBindTexture(GL_TEXTURE_2D, sb->distance);
|
|
draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
|
|
ofs += h * 2;
|
|
}
|
|
}
|
|
|
|
light = light->shadows_next_ptr;
|
|
}
|
|
|
|
canvas_end();
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::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) {
|
|
|
|
RasterizerStorageGLES3::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.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(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::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) {
|
|
|
|
RasterizerStorageGLES3::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(CanvasShadowShaderGLES3::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;
|
|
}
|
|
}
|
|
|
|
glBindVertexArray(cc->array_id);
|
|
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
|
|
|
|
instance = instance->next;
|
|
}
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
void RasterizerCanvasGLES3::reset_canvas() {
|
|
|
|
if (storage->frame.current_rt) {
|
|
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
|
|
glColorMask(1, 1, 1, 1); //don't touch alpha
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DITHER);
|
|
glEnable(GL_BLEND);
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
|
//glLineWidth(1.0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
//use for reading from screen
|
|
if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
|
|
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
|
|
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
|
|
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.vp = canvas_transform;
|
|
|
|
store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
|
|
state.canvas_item_ubo_data.time = storage->frame.time[0];
|
|
|
|
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
state.canvas_texscreen_used = false;
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::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(LensDistortedShaderGLES3::OFFSET, offset);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
|
|
glBindVertexArray(data.canvas_quad_array);
|
|
|
|
// and draw
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
glBindVertexArray(0);
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::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, RasterizerStorageGLES3::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(), true);
|
|
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(), true);
|
|
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(), true);
|
|
|
|
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(), true);
|
|
|
|
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));
|
|
}
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::initialize() {
|
|
|
|
{
|
|
//quad buffers
|
|
|
|
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); //unbind
|
|
|
|
glGenVertexArrays(1, &data.canvas_quad_array);
|
|
glBindVertexArray(data.canvas_quad_array);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
|
|
glEnableVertexAttribArray(0);
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
}
|
|
{
|
|
//particle quad buffers
|
|
|
|
glGenBuffers(1, &data.particle_quad_vertices);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
|
|
{
|
|
//quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
|
|
const float qv[16] = {
|
|
-0.5, -0.5,
|
|
0.0, 0.0,
|
|
-0.5, 0.5,
|
|
0.0, 1.0,
|
|
0.5, 0.5,
|
|
1.0, 1.0,
|
|
0.5, -0.5,
|
|
1.0, 0.0
|
|
};
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
|
|
glGenVertexArrays(1, &data.particle_quad_array);
|
|
glBindVertexArray(data.particle_quad_array);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
|
|
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
}
|
|
{
|
|
|
|
uint32_t poly_size = GLOBAL_DEF_RST("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; //kb
|
|
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); //allocate max size
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
data.polygon_buffer_size = poly_size;
|
|
|
|
//quad arrays
|
|
for (int i = 0; i < 4; i++) {
|
|
glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
|
|
glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
|
|
|
|
int uv_ofs = 0;
|
|
int color_ofs = 0;
|
|
int stride = 2 * 4;
|
|
|
|
if (i & 1) { //color
|
|
color_ofs = stride;
|
|
stride += 4 * 4;
|
|
}
|
|
|
|
if (i & 2) { //uv
|
|
uv_ofs = stride;
|
|
stride += 2 * 4;
|
|
}
|
|
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, NULL);
|
|
|
|
if (i & 1) {
|
|
glEnableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
|
|
}
|
|
|
|
if (i & 2) {
|
|
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
|
|
|
|
uint32_t index_size = GLOBAL_DEF_RST("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); //allocate max size
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
data.polygon_index_buffer_size = index_size;
|
|
}
|
|
|
|
store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
|
|
|
|
glGenBuffers(1, &state.canvas_item_ubo);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
state.canvas_shader.init();
|
|
state.canvas_shader.set_base_material_tex_index(2);
|
|
state.canvas_shadow_shader.init();
|
|
state.lens_shader.init();
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
|
|
state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
|
|
}
|
|
|
|
void RasterizerCanvasGLES3::finalize() {
|
|
|
|
glDeleteBuffers(1, &data.canvas_quad_vertices);
|
|
glDeleteVertexArrays(1, &data.canvas_quad_array);
|
|
|
|
glDeleteBuffers(1, &data.canvas_quad_vertices);
|
|
glDeleteVertexArrays(1, &data.canvas_quad_array);
|
|
|
|
glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
|
|
}
|
|
|
|
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
|
|
// Not needed (a priori) on GLES devices
|
|
use_nvidia_rect_workaround = false;
|
|
|
|
#ifdef GLES_OVER_GL
|
|
use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/use_nvidia_rect_flicker_workaround");
|
|
#endif
|
|
}
|