72f501de13
It used a different name than the equivalent GLES3 parameter.
1926 lines
70 KiB
C++
1926 lines
70 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_gles2.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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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_gles2.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_gles2.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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RID RasterizerCanvasGLES2::light_internal_create() {
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return RID();
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}
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void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
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}
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void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
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}
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void RasterizerCanvasGLES2::_set_uniforms() {
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state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
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if (storage->frame.current_rt) {
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Vector2 screen_pixel_size;
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screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
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screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
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}
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if (state.using_skeleton) {
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
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}
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if (state.using_light) {
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Light *light = state.using_light;
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state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
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Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
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basis_inverse[2] = Vector2();
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state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
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state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
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if (state.using_shadow) {
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RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
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glBindTexture(GL_TEXTURE_2D, cls->distance);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
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if (light->radius_cache == 0) {
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
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} else {
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
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}
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
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/*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
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canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
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canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
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}
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}
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}
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void RasterizerCanvasGLES2::canvas_begin() {
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state.canvas_shader.bind();
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if (storage->frame.current_rt) {
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glColorMask(1, 1, 1, 1);
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}
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if (storage->frame.clear_request) {
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glColorMask(true, true, true, true);
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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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storage->frame.clear_request_color.a);
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glClear(GL_COLOR_BUFFER_BIT);
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storage->frame.clear_request = false;
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}
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/*
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if (storage->frame.current_rt) {
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glColorMask(1, 1, 1, 1);
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}
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*/
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reset_canvas();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
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glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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// set up default uniforms
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Transform canvas_transform;
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if (storage->frame.current_rt) {
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float csy = 1.0;
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if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
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csy = -1.0;
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}
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canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
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canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
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} else {
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Vector2 ssize = OS::get_singleton()->get_window_size();
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canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
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canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
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}
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state.uniforms.projection_matrix = canvas_transform;
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state.uniforms.final_modulate = Color(1, 1, 1, 1);
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state.uniforms.modelview_matrix = Transform2D();
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state.uniforms.extra_matrix = Transform2D();
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_set_uniforms();
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_bind_quad_buffer();
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}
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void RasterizerCanvasGLES2::canvas_end() {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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for (int i = 0; i < VS::ARRAY_MAX; i++) {
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glDisableVertexAttribArray(i);
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}
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state.using_texture_rect = false;
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state.using_skeleton = false;
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state.using_ninepatch = false;
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}
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RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
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RasterizerStorageGLES2::Texture *tex_return = NULL;
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if (p_texture.is_valid()) {
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RasterizerStorageGLES2::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 + storage->config.max_texture_image_units - 1);
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glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
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} else {
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texture = texture->get_ptr();
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if (texture->redraw_if_visible) {
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VisualServerRaster::redraw_request();
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}
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if (texture->render_target) {
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texture->render_target->used_in_frame = true;
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}
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
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glBindTexture(GL_TEXTURE_2D, texture->tex_id);
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state.current_tex = p_texture;
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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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state.current_tex = RID();
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state.current_tex_ptr = NULL;
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
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glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
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}
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if (p_normal_map == state.current_normal) {
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//do none
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state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
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} else if (p_normal_map.is_valid()) {
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RasterizerStorageGLES2::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_TEXTURE0 + storage->config.max_texture_image_units - 2);
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glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
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} else {
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normal_map = normal_map->get_ptr();
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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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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
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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(CanvasShaderGLES2::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_TEXTURE0 + storage->config.max_texture_image_units - 2);
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glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
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}
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return tex_return;
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}
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void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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uint32_t buffer_ofs = 0;
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glBufferSubData(GL_ARRAY_BUFFER, 0, 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, GL_FALSE, sizeof(Vector2), NULL);
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buffer_ofs += sizeof(Vector2) * p_vertex_count;
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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, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
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buffer_ofs += sizeof(Color) * p_vertex_count;
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}
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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, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + 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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if (p_weights && p_bones) {
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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, GL_FALSE, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
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buffer_ofs += sizeof(float) * 4 * p_vertex_count;
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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, GL_FALSE, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
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buffer_ofs += sizeof(int) * 4 * p_vertex_count;
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} else {
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glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
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glDisableVertexAttribArray(VS::ARRAY_BONES);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
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glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 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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void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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uint32_t buffer_ofs = 0;
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0);
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buffer_ofs += sizeof(Vector2) * p_vertex_count;
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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, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
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buffer_ofs += sizeof(Color) * p_vertex_count;
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}
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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, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
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} else {
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glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
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}
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glDrawArrays(p_primitive, 0, p_vertex_count);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
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static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
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int color_offset = 0;
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int uv_offset = 0;
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int stride = 2;
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if (p_colors) {
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color_offset = stride;
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stride += 4;
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}
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if (p_uvs) {
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uv_offset = stride;
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stride += 2;
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}
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float buffer_data[(2 + 2 + 4) * 4];
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for (int i = 0; i < p_points; i++) {
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buffer_data[stride * i + 0] = p_vertices[i].x;
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buffer_data[stride * i + 1] = p_vertices[i].y;
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}
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if (p_colors) {
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for (int i = 0; i < p_points; i++) {
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buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
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buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
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buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
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buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
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}
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}
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if (p_uvs) {
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for (int i = 0; i < p_points; i++) {
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buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
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buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
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if (p_colors) {
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glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float));
|
|
glEnableVertexAttribArray(VS::ARRAY_COLOR);
|
|
}
|
|
|
|
if (p_uvs) {
|
|
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float));
|
|
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
}
|
|
|
|
glDrawArrays(prim[p_points], 0, p_points);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
static const GLenum gl_primitive[] = {
|
|
GL_POINTS,
|
|
GL_LINES,
|
|
GL_LINE_STRIP,
|
|
GL_LINE_LOOP,
|
|
GL_TRIANGLES,
|
|
GL_TRIANGLE_STRIP,
|
|
GL_TRIANGLE_FAN
|
|
};
|
|
|
|
void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
|
|
|
|
int command_count = p_item->commands.size();
|
|
Item::Command **commands = p_item->commands.ptrw();
|
|
|
|
for (int i = 0; i < command_count; i++) {
|
|
|
|
Item::Command *command = commands[i];
|
|
|
|
switch (command->type) {
|
|
|
|
case Item::Command::TYPE_LINE: {
|
|
|
|
Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
_bind_canvas_texture(RID(), RID());
|
|
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
|
|
|
|
if (line->width <= 1) {
|
|
Vector2 verts[2] = {
|
|
Vector2(line->from.x, line->from.y),
|
|
Vector2(line->to.x, line->to.y)
|
|
};
|
|
|
|
_draw_gui_primitive(2, verts, NULL, NULL);
|
|
} else {
|
|
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
|
|
};
|
|
|
|
_draw_gui_primitive(4, verts, NULL, NULL);
|
|
}
|
|
} break;
|
|
|
|
case Item::Command::TYPE_RECT: {
|
|
|
|
Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
|
|
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
|
|
|
|
// On some widespread Nvidia cards, the normal draw method can produce some
|
|
// flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
|
|
// See GH-9913.
|
|
// To work it around, we use a simpler draw method which does not flicker, but gives
|
|
// a non negligible performance hit, so it's opt-in (GH-24466).
|
|
if (use_nvidia_rect_workaround) {
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
Vector2 points[4] = {
|
|
r->rect.position,
|
|
r->rect.position + Vector2(r->rect.size.x, 0.0),
|
|
r->rect.position + r->rect.size,
|
|
r->rect.position + Vector2(0.0, r->rect.size.y),
|
|
};
|
|
|
|
if (r->rect.size.x < 0) {
|
|
SWAP(points[0], points[1]);
|
|
SWAP(points[2], points[3]);
|
|
}
|
|
if (r->rect.size.y < 0) {
|
|
SWAP(points[0], points[3]);
|
|
SWAP(points[1], points[2]);
|
|
}
|
|
|
|
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
|
|
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
|
|
|
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 (r->flags & CANVAS_RECT_TRANSPOSE) {
|
|
SWAP(uvs[1], uvs[3]);
|
|
}
|
|
|
|
if (r->flags & CANVAS_RECT_FLIP_H) {
|
|
SWAP(uvs[0], uvs[1]);
|
|
SWAP(uvs[2], uvs[3]);
|
|
}
|
|
if (r->flags & CANVAS_RECT_FLIP_V) {
|
|
SWAP(uvs[0], uvs[3]);
|
|
SWAP(uvs[1], uvs[2]);
|
|
}
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
bool untile = false;
|
|
|
|
if (r->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;
|
|
}
|
|
|
|
_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(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
|
|
_draw_gui_primitive(4, points, NULL, NULL);
|
|
}
|
|
|
|
} else {
|
|
// This branch is better for performance, but can produce flicker on Nvidia, see above comment.
|
|
_bind_quad_buffer();
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
|
|
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
|
|
|
|
if (!tex) {
|
|
Rect2 dst_rect = Rect2(r->rect.position, r->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(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
} else {
|
|
|
|
bool untile = false;
|
|
|
|
if (r->flags & CANVAS_RECT_TILE && !(tex->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 / tex->width, 1.0 / tex->height);
|
|
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
|
|
|
Rect2 dst_rect = Rect2(r->rect.position, r->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 (r->flags & CANVAS_RECT_FLIP_H) {
|
|
src_rect.size.x *= -1;
|
|
}
|
|
|
|
if (r->flags & CANVAS_RECT_FLIP_V) {
|
|
src_rect.size.y *= -1;
|
|
}
|
|
|
|
if (r->flags & CANVAS_RECT_TRANSPOSE) {
|
|
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
|
|
}
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
} break;
|
|
|
|
case Item::Command::TYPE_NINEPATCH: {
|
|
|
|
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
|
|
|
|
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
|
|
|
|
if (!tex) {
|
|
// FIXME: Handle textureless ninepatch gracefully
|
|
WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
|
|
continue;
|
|
}
|
|
|
|
Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
|
|
|
|
// state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
Rect2 source = np->source;
|
|
if (source.size.x == 0 && source.size.y == 0) {
|
|
source.size.x = tex->width;
|
|
source.size.y = tex->height;
|
|
}
|
|
|
|
// prepare vertex buffer
|
|
|
|
// this buffer contains [ POS POS UV UV ] *
|
|
|
|
float buffer[16 * 2 + 16 * 2];
|
|
|
|
{
|
|
|
|
// first row
|
|
|
|
buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
|
|
buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
|
|
|
|
buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
|
|
buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
|
|
|
|
buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
|
|
buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
|
|
|
|
buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
|
|
buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
|
|
|
|
buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
|
|
buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
|
|
|
|
buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
|
|
buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
|
|
|
|
buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
|
|
buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
|
|
|
|
buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
|
|
buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
|
|
|
|
// second row
|
|
|
|
buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
|
|
buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP];
|
|
|
|
buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
|
|
buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
|
|
|
|
buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
|
|
buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP];
|
|
|
|
buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
|
|
buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
|
|
|
|
buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
|
|
buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP];
|
|
|
|
buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
|
|
buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
|
|
|
|
buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
|
|
buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP];
|
|
|
|
buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
|
|
buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
|
|
|
|
// third row
|
|
|
|
buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
|
|
buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
|
|
|
|
buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
|
|
buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
|
|
|
|
buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
|
|
buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
|
|
|
|
buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
|
|
buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
|
|
|
|
buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
|
|
buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
|
|
|
|
buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
|
|
buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
|
|
|
|
buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
|
|
buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
|
|
|
|
buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
|
|
buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
|
|
|
|
// fourth row
|
|
|
|
buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
|
|
buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
|
|
|
|
buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
|
|
buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
|
|
|
|
buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
|
|
buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
|
|
|
|
buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
|
|
buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
|
|
|
|
buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
|
|
buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
|
|
|
|
buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
|
|
buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
|
|
|
|
buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
|
|
buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
|
|
|
|
buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
|
|
buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
|
|
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
|
|
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2));
|
|
|
|
glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
} break;
|
|
|
|
case Item::Command::TYPE_CIRCLE: {
|
|
|
|
Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
static const int num_points = 32;
|
|
|
|
Vector2 points[num_points + 1];
|
|
points[num_points] = circle->pos;
|
|
|
|
int indices[num_points * 3];
|
|
|
|
for (int i = 0; i < num_points; i++) {
|
|
points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius;
|
|
indices[i * 3 + 0] = i;
|
|
indices[i * 3 + 1] = (i + 1) % num_points;
|
|
indices[i * 3 + 2] = num_points;
|
|
}
|
|
|
|
_bind_canvas_texture(RID(), RID());
|
|
|
|
_draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
|
|
} break;
|
|
|
|
case Item::Command::TYPE_POLYGON: {
|
|
|
|
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
|
|
} break;
|
|
case Item::Command::TYPE_MESH: {
|
|
|
|
Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
|
|
if (mesh_data) {
|
|
|
|
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
|
|
RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
|
|
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
|
|
|
|
if (s->index_array_len > 0) {
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
|
|
}
|
|
|
|
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
|
|
if (s->attribs[i].enabled) {
|
|
glEnableVertexAttribArray(i);
|
|
glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
|
|
} else {
|
|
glDisableVertexAttribArray(i);
|
|
switch (i) {
|
|
case VS::ARRAY_NORMAL: {
|
|
glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
|
|
} break;
|
|
case VS::ARRAY_COLOR: {
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
|
|
} break;
|
|
default: {}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (s->index_array_len > 0) {
|
|
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
|
|
} else {
|
|
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
|
|
}
|
|
}
|
|
|
|
for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
|
|
glDisableVertexAttribArray(i);
|
|
}
|
|
}
|
|
|
|
} break;
|
|
case Item::Command::TYPE_MULTIMESH: {
|
|
Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
|
|
|
|
RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
|
|
|
|
if (!multi_mesh)
|
|
break;
|
|
|
|
RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
|
|
|
|
if (!mesh_data)
|
|
break;
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
//reset shader and force rebind
|
|
|
|
int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
|
|
|
|
if (amount == -1) {
|
|
amount = multi_mesh->size;
|
|
}
|
|
|
|
int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
|
|
|
|
int color_ofs = multi_mesh->xform_floats;
|
|
int custom_data_ofs = color_ofs + multi_mesh->color_floats;
|
|
|
|
// drawing
|
|
|
|
const float *base_buffer = multi_mesh->data.ptr();
|
|
|
|
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
|
|
RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
|
|
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
|
|
|
|
//bind buffers for mesh surface
|
|
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
|
|
|
|
if (s->index_array_len > 0) {
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
|
|
}
|
|
|
|
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
|
|
if (s->attribs[i].enabled) {
|
|
glEnableVertexAttribArray(i);
|
|
glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
|
|
} else {
|
|
glDisableVertexAttribArray(i);
|
|
switch (i) {
|
|
case VS::ARRAY_NORMAL: {
|
|
glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
|
|
} break;
|
|
case VS::ARRAY_COLOR: {
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
|
|
} break;
|
|
default: {}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < amount; i++) {
|
|
const float *buffer = base_buffer + i * stride;
|
|
|
|
{
|
|
|
|
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
|
|
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
|
|
if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
|
|
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
|
|
} else {
|
|
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
|
|
}
|
|
}
|
|
|
|
if (multi_mesh->color_floats) {
|
|
if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
|
|
uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
|
|
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
|
|
} else {
|
|
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
|
|
}
|
|
}
|
|
|
|
if (multi_mesh->custom_data_floats) {
|
|
if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
|
|
uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
|
|
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
|
|
} else {
|
|
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
|
|
}
|
|
}
|
|
|
|
if (s->index_array_len > 0) {
|
|
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
|
|
} else {
|
|
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
|
|
}
|
|
}
|
|
}
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_POLYLINE: {
|
|
Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
_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);
|
|
} else {
|
|
if (pline->multiline) {
|
|
int todo = pline->lines.size() / 2;
|
|
int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
|
|
int offset = 0;
|
|
|
|
while (todo) {
|
|
int to_draw = MIN(max_per_call, todo);
|
|
_draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
|
|
todo -= to_draw;
|
|
offset += to_draw * 2;
|
|
}
|
|
} else {
|
|
_draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
|
|
}
|
|
}
|
|
} break;
|
|
|
|
case Item::Command::TYPE_PRIMITIVE: {
|
|
|
|
Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
|
|
|
|
if (state.canvas_shader.bind()) {
|
|
_set_uniforms();
|
|
state.canvas_shader.use_material((void *)p_material);
|
|
}
|
|
|
|
ERR_CONTINUE(primitive->points.size() < 1);
|
|
|
|
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
|
|
Color c = primitive->colors[0];
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.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_TRANSFORM: {
|
|
Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
|
|
state.uniforms.extra_matrix = transform->xform;
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
|
|
} break;
|
|
|
|
case Item::Command::TYPE_PARTICLES: {
|
|
|
|
} break;
|
|
|
|
case Item::Command::TYPE_CLIP_IGNORE: {
|
|
|
|
Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
|
|
if (current_clip) {
|
|
if (ci->ignore != reclip) {
|
|
if (ci->ignore) {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
reclip = true;
|
|
} else {
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
int x = current_clip->final_clip_rect.position.x;
|
|
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
|
|
int w = current_clip->final_clip_rect.size.x;
|
|
int h = current_clip->final_clip_rect.size.y;
|
|
|
|
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
|
|
y = current_clip->final_clip_rect.position.y;
|
|
|
|
glScissor(x, y, w, h);
|
|
|
|
reclip = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
} break;
|
|
|
|
default: {
|
|
// FIXME: Proper error handling if relevant
|
|
//print_line("other");
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
|
|
|
|
// This isn't really working yet, so disabling for now.
|
|
}
|
|
|
|
void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
|
|
|
|
Item *current_clip = NULL;
|
|
|
|
RasterizerStorageGLES2::Shader *shader_cache = NULL;
|
|
|
|
bool rebind_shader = true;
|
|
bool prev_use_skeleton = false;
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
|
|
|
|
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 = RID();
|
|
|
|
while (p_item_list) {
|
|
|
|
Item *ci = p_item_list;
|
|
|
|
if (current_clip != ci->final_clip_owner) {
|
|
|
|
current_clip = ci->final_clip_owner;
|
|
|
|
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.width, current_clip->final_clip_rect.size.height);
|
|
} else {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
}
|
|
|
|
// TODO: copy back buffer
|
|
|
|
if (ci->copy_back_buffer) {
|
|
if (ci->copy_back_buffer->full) {
|
|
_copy_texscreen(Rect2());
|
|
} else {
|
|
_copy_texscreen(ci->copy_back_buffer->rect);
|
|
}
|
|
}
|
|
|
|
RasterizerStorageGLES2::Skeleton *skeleton = NULL;
|
|
|
|
{
|
|
//skeleton handling
|
|
if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
|
|
skeleton = storage->skeleton_owner.get(ci->skeleton);
|
|
if (!skeleton->use_2d) {
|
|
skeleton = NULL;
|
|
} else {
|
|
state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
|
|
state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
|
|
state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
|
|
}
|
|
}
|
|
|
|
bool use_skeleton = skeleton != NULL;
|
|
if (prev_use_skeleton != use_skeleton) {
|
|
rebind_shader = true;
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
|
|
prev_use_skeleton = use_skeleton;
|
|
}
|
|
|
|
if (skeleton) {
|
|
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
|
|
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
|
|
state.using_skeleton = true;
|
|
} else {
|
|
state.using_skeleton = false;
|
|
}
|
|
}
|
|
|
|
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
|
|
|
|
RID material = material_owner->material;
|
|
RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
|
|
|
|
if (material != canvas_last_material || rebind_shader) {
|
|
|
|
RasterizerStorageGLES2::Shader *shader_ptr = NULL;
|
|
|
|
if (material_ptr) {
|
|
shader_ptr = material_ptr->shader;
|
|
|
|
if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
|
|
shader_ptr = NULL; // not a canvas item shader, don't use.
|
|
}
|
|
}
|
|
|
|
if (shader_ptr) {
|
|
if (shader_ptr->canvas_item.uses_screen_texture) {
|
|
_copy_texscreen(Rect2());
|
|
}
|
|
|
|
if (shader_ptr != shader_cache) {
|
|
|
|
if (shader_ptr->canvas_item.uses_time) {
|
|
VisualServerRaster::redraw_request();
|
|
}
|
|
|
|
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
|
|
state.canvas_shader.bind();
|
|
}
|
|
|
|
int tc = material_ptr->textures.size();
|
|
Pair<StringName, 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_TEXTURE0 + i);
|
|
|
|
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
|
|
|
|
if (!t) {
|
|
|
|
switch (texture_hints[i]) {
|
|
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
|
|
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
|
|
} break;
|
|
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
|
|
} break;
|
|
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
|
|
} break;
|
|
default: {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
} break;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
t = t->get_ptr();
|
|
|
|
if (t->redraw_if_visible) {
|
|
VisualServerRaster::redraw_request();
|
|
}
|
|
|
|
glBindTexture(t->target, t->tex_id);
|
|
}
|
|
|
|
} else {
|
|
state.canvas_shader.set_custom_shader(0);
|
|
state.canvas_shader.bind();
|
|
}
|
|
state.canvas_shader.use_material((void *)material_ptr);
|
|
|
|
shader_cache = shader_ptr;
|
|
|
|
canvas_last_material = material;
|
|
|
|
rebind_shader = false;
|
|
}
|
|
|
|
int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
|
|
bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
|
|
bool reclip = false;
|
|
|
|
if (last_blend_mode != blend_mode) {
|
|
|
|
switch (blend_mode) {
|
|
|
|
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
case RasterizerStorageGLES2::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 RasterizerStorageGLES2::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 RasterizerStorageGLES2::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 RasterizerStorageGLES2::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;
|
|
}
|
|
}
|
|
|
|
state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
|
|
|
|
state.uniforms.modelview_matrix = ci->final_transform;
|
|
state.uniforms.extra_matrix = Transform2D();
|
|
|
|
_set_uniforms();
|
|
|
|
if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
|
|
_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
|
|
|
|
rebind_shader = true; // hacked in for now.
|
|
|
|
if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
|
|
|
|
Light *light = p_light;
|
|
bool light_used = false;
|
|
VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
|
|
state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
|
|
|
|
while (light) {
|
|
|
|
if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
|
|
|
|
//intersects this light
|
|
|
|
if (!light_used || mode != light->mode) {
|
|
|
|
mode = light->mode;
|
|
|
|
switch (mode) {
|
|
|
|
case VS::CANVAS_LIGHT_MODE_ADD: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
} break;
|
|
case VS::CANVAS_LIGHT_MODE_SUB: {
|
|
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
} break;
|
|
case VS::CANVAS_LIGHT_MODE_MIX:
|
|
case VS::CANVAS_LIGHT_MODE_MASK: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
if (!light_used) {
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
|
|
light_used = true;
|
|
}
|
|
|
|
bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
|
|
if (has_shadow) {
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
|
|
switch (light->shadow_filter) {
|
|
|
|
case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break;
|
|
case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break;
|
|
case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break;
|
|
case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break;
|
|
case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break;
|
|
case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break;
|
|
}
|
|
}
|
|
|
|
bool light_rebind = state.canvas_shader.bind();
|
|
state.using_light = light;
|
|
state.using_shadow = has_shadow;
|
|
|
|
if (light_rebind) {
|
|
|
|
_set_uniforms();
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
|
|
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
|
|
if (!t) {
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
} else {
|
|
t = t->get_ptr();
|
|
|
|
glBindTexture(t->target, t->tex_id);
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
|
|
|
|
state.using_light = NULL;
|
|
}
|
|
|
|
light = light->next_ptr;
|
|
}
|
|
|
|
if (light_used) {
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
|
|
|
|
state.canvas_shader.bind();
|
|
|
|
last_blend_mode = -1;
|
|
|
|
/*
|
|
//this is set again, so it should not be needed anyway?
|
|
state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
|
|
ci->final_modulate.r * p_modulate.r,
|
|
ci->final_modulate.g * p_modulate.g,
|
|
ci->final_modulate.b * p_modulate.b,
|
|
ci->final_modulate.a * p_modulate.a );
|
|
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
|
|
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
//@TODO RESET canvas_blend_mode
|
|
*/
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
|
|
}
|
|
|
|
void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
|
|
}
|
|
|
|
void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
|
|
|
|
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
|
|
ERR_FAIL_COND(!cls);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DITHER);
|
|
glDisable(GL_CULL_FACE);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(true);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
|
|
|
|
state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
|
|
state.canvas_shadow_shader.bind();
|
|
|
|
glViewport(0, 0, cls->size, cls->height);
|
|
glClearDepth(1.0f);
|
|
glClearColor(1, 1, 1, 1);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
//make sure it remains orthogonal, makes easy to read angle later
|
|
|
|
Transform light;
|
|
light.origin[0] = p_light_xform[2][0];
|
|
light.origin[1] = p_light_xform[2][1];
|
|
light.basis[0][0] = p_light_xform[0][0];
|
|
light.basis[0][1] = p_light_xform[1][0];
|
|
light.basis[1][0] = p_light_xform[0][1];
|
|
light.basis[1][1] = p_light_xform[1][1];
|
|
|
|
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
|
|
|
|
//p_near=1;
|
|
CameraMatrix projection;
|
|
{
|
|
real_t fov = 90;
|
|
real_t nearp = p_near;
|
|
real_t farp = p_far;
|
|
real_t aspect = 1.0;
|
|
|
|
real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
|
|
real_t ymin = -ymax;
|
|
real_t xmin = ymin * aspect;
|
|
real_t xmax = ymax * aspect;
|
|
|
|
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
|
|
}
|
|
|
|
Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
|
|
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
|
|
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
|
|
|
|
if (i == 0)
|
|
*p_xform_cache = projection;
|
|
|
|
glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
|
|
|
|
LightOccluderInstance *instance = p_occluders;
|
|
|
|
while (instance) {
|
|
|
|
RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
|
|
if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
|
|
|
|
instance = instance->next;
|
|
continue;
|
|
}
|
|
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
|
|
if (cull != instance->cull_cache) {
|
|
|
|
cull = instance->cull_cache;
|
|
switch (cull) {
|
|
case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
} break;
|
|
case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT);
|
|
} break;
|
|
case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
|
|
|
|
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
|
|
|
|
instance = instance->next;
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
void RasterizerCanvasGLES2::reset_canvas() {
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DITHER);
|
|
glEnable(GL_BLEND);
|
|
|
|
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
// bind the back buffer to a texture so shaders can use it.
|
|
// It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
|
|
// keeping this for now as there's nothing else that uses texture unit 2
|
|
// TODO ^
|
|
if (storage->frame.current_rt) {
|
|
// glActiveTexture(GL_TEXTURE0 + 2);
|
|
// glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasGLES2::_bind_quad_buffer() {
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glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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}
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void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
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state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
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state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
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Vector2 half_size;
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if (storage->frame.current_rt) {
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half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
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} else {
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half_size = OS::get_singleton()->get_window_size();
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}
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half_size *= 0.5;
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Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
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Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
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float aspect_ratio = p_rect.size.x / p_rect.size.y;
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// setup our lens shader
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state.lens_shader.bind();
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
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state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
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// bind our quad buffer
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_bind_quad_buffer();
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// and draw
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// and cleanup
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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for (int i = 0; i < VS::ARRAY_MAX; i++) {
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glDisableVertexAttribArray(i);
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}
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}
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void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
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Vector2 window_size = OS::get_singleton()->get_window_size();
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int window_h = window_size.height;
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int window_w = window_size.width;
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glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
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glViewport(0, 0, window_size.width, window_size.height);
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canvas_begin();
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if (black_image[MARGIN_LEFT].is_valid()) {
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_bind_canvas_texture(black_image[MARGIN_LEFT], RID());
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Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
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draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
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} else if (black_margin[MARGIN_LEFT]) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
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draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
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}
|
|
|
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if (black_image[MARGIN_RIGHT].is_valid()) {
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_bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
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Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
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draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y));
|
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} else if (black_margin[MARGIN_RIGHT]) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
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|
|
|
draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
|
|
}
|
|
|
|
if (black_image[MARGIN_TOP].is_valid()) {
|
|
_bind_canvas_texture(black_image[MARGIN_TOP], RID());
|
|
|
|
Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
|
|
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));
|
|
|
|
} else if (black_margin[MARGIN_TOP]) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
|
|
|
|
draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
|
|
}
|
|
|
|
if (black_image[MARGIN_BOTTOM].is_valid()) {
|
|
|
|
_bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
|
|
|
|
Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
|
|
draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y));
|
|
|
|
} else if (black_margin[MARGIN_BOTTOM]) {
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
|
|
|
|
draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
|
|
}
|
|
}
|
|
|
|
void RasterizerCanvasGLES2::initialize() {
|
|
|
|
// quad buffer
|
|
{
|
|
glGenBuffers(1, &data.canvas_quad_vertices);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
|
|
|
|
const float qv[8] = {
|
|
0, 0,
|
|
0, 1,
|
|
1, 1,
|
|
1, 0
|
|
};
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
// polygon buffer
|
|
{
|
|
uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
|
|
poly_size *= 1024;
|
|
poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
|
|
glGenBuffers(1, &data.polygon_buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
data.polygon_buffer_size = poly_size;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
|
|
index_size *= 1024; // kb
|
|
glGenBuffers(1, &data.polygon_index_buffer);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
// ninepatch buffers
|
|
{
|
|
// array buffer
|
|
glGenBuffers(1, &data.ninepatch_vertices);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
// element buffer
|
|
glGenBuffers(1, &data.ninepatch_elements);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
|
|
|
|
#define _EIDX(y, x) (y * 4 + x)
|
|
uint8_t elems[3 * 2 * 9] = {
|
|
|
|
// first row
|
|
|
|
_EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
|
|
_EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
|
|
|
|
_EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
|
|
_EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
|
|
|
|
_EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
|
|
_EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
|
|
|
|
// second row
|
|
|
|
_EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
|
|
_EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
|
|
|
|
// the center one would be here, but we'll put it at the end
|
|
// so it's easier to disable the center and be able to use
|
|
// one draw call for both
|
|
|
|
_EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
|
|
_EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
|
|
|
|
// third row
|
|
|
|
_EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
|
|
_EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
|
|
|
|
_EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
|
|
_EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
|
|
|
|
_EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
|
|
_EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
|
|
|
|
// center field
|
|
|
|
_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
|
|
_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
|
|
};
|
|
#undef _EIDX
|
|
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
state.canvas_shadow_shader.init();
|
|
|
|
state.canvas_shader.init();
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
|
|
|
|
state.canvas_shader.bind();
|
|
|
|
state.lens_shader.init();
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
|
|
|
|
state.using_light = NULL;
|
|
}
|
|
|
|
void RasterizerCanvasGLES2::finalize() {
|
|
}
|
|
|
|
RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
|
|
#ifdef GLES_OVER_GL
|
|
use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
|
|
#else
|
|
// Not needed (a priori) on GLES devices
|
|
use_nvidia_rect_workaround = false;
|
|
#endif
|
|
}
|