virtualx-engine/drivers/gles3/rasterizer_canvas_gles3.cpp
Juan Linietsky cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00

1463 lines
44 KiB
C++

#include "rasterizer_canvas_gles3.h"
#include "os/os.h"
static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) {
p_array[ 0]=p_mtx.elements[0][0];
p_array[ 1]=p_mtx.elements[0][1];
p_array[ 2]=0;
p_array[ 3]=0;
p_array[ 4]=p_mtx.elements[1][0];
p_array[ 5]=p_mtx.elements[1][1];
p_array[ 6]=0;
p_array[ 7]=0;
p_array[ 8]=0;
p_array[ 9]=0;
p_array[10]=1;
p_array[11]=0;
p_array[12]=p_mtx.elements[2][0];
p_array[13]=p_mtx.elements[2][1];
p_array[14]=0;
p_array[15]=1;
}
static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) {
p_array[ 0]=p_mtx.basis.elements[0][0];
p_array[ 1]=p_mtx.basis.elements[1][0];
p_array[ 2]=p_mtx.basis.elements[2][0];
p_array[ 3]=0;
p_array[ 4]=p_mtx.basis.elements[0][1];
p_array[ 5]=p_mtx.basis.elements[1][1];
p_array[ 6]=p_mtx.basis.elements[2][1];
p_array[ 7]=0;
p_array[ 8]=p_mtx.basis.elements[0][2];
p_array[ 9]=p_mtx.basis.elements[1][2];
p_array[10]=p_mtx.basis.elements[2][2];
p_array[11]=0;
p_array[12]=p_mtx.origin.x;
p_array[13]=p_mtx.origin.y;
p_array[14]=p_mtx.origin.z;
p_array[15]=1;
}
static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) {
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
p_array[i*4+j]=p_mtx.matrix[i][j];
}
}
}
RID RasterizerCanvasGLES3::light_internal_create() {
LightInternal * li = memnew( LightInternal );
glGenBuffers(1, &li->ubo);
glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return light_internal_owner.make_rid(li);
}
void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light* p_light) {
LightInternal * li = light_internal_owner.getornull(p_rid);
ERR_FAIL_COND(!li);
store_matrix32(p_light->light_shader_xform,li->ubo_data.light_matrix);
store_matrix32(p_light->xform_cache.affine_inverse(),li->ubo_data.local_matrix);
store_camera(p_light->shadow_matrix_cache,li->ubo_data.shadow_matrix);
for(int i=0;i<4;i++) {
li->ubo_data.color[i]=p_light->color[i]*p_light->energy;
li->ubo_data.shadow_color[i]=p_light->shadow_color[i];
}
li->ubo_data.light_pos[0]=p_light->light_shader_pos.x;
li->ubo_data.light_pos[1]=p_light->light_shader_pos.y;
li->ubo_data.shadowpixel_size=1.0/p_light->shadow_buffer_size;
li->ubo_data.light_outside_alpha=p_light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0;
li->ubo_data.light_height=p_light->height;
if (p_light->radius_cache==0)
li->ubo_data.shadow_gradient=0;
else
li->ubo_data.shadow_gradient=p_light->shadow_gradient_length/(p_light->radius_cache*1.1);;
li->ubo_data.shadow_distance_mult=(p_light->radius_cache*1.1);
glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(LightInternal::UBOData), &li->ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
LightInternal * li = light_internal_owner.getornull(p_rid);
ERR_FAIL_COND(!li);
glDeleteBuffers(1,&li->ubo);
light_internal_owner.free(p_rid);
memdelete(li);
}
void RasterizerCanvasGLES3::canvas_begin(){
if (storage->frame.current_rt && storage->frame.clear_request) {
// a clear request may be pending, so do it
glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a );
glClear(GL_COLOR_BUFFER_BIT);
storage->frame.clear_request=false;
}
/*canvas_shader.unbind();
canvas_shader.set_custom_shader(0);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
canvas_shader.bind();
canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
canvas_use_modulate=false;*/
reset_canvas();
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,true);
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_PCF5,false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);
state.canvas_shader.bind();
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,Color(1,1,1,1));
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Matrix32());
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
// state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
//state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
glBindBufferBase(GL_UNIFORM_BUFFER,0,state.canvas_item_ubo);
glBindVertexArray(data.canvas_quad_array);
state.using_texture_rect=true;
}
void RasterizerCanvasGLES3::canvas_end(){
glBindVertexArray(0);
glBindBufferBase(GL_UNIFORM_BUFFER,0,0);
state.using_texture_rect=false;
}
RasterizerStorageGLES3::Texture* RasterizerCanvasGLES3::_bind_canvas_texture(const RID& p_texture) {
if (p_texture==state.current_tex) {
return state.current_tex_ptr;
}
if (p_texture.is_valid()) {
RasterizerStorageGLES3::Texture*texture=storage->texture_owner.getornull(p_texture);
if (!texture) {
state.current_tex=RID();
state.current_tex_ptr=NULL;
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
return NULL;
}
if (texture->render_target)
texture->render_target->used_in_frame=true;
glBindTexture(GL_TEXTURE_2D,texture->tex_id);
state.current_tex=p_texture;
state.current_tex_ptr=texture;
return texture;
} else {
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
state.current_tex=RID();
state.current_tex_ptr=NULL;
}
return NULL;
}
void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
if (state.using_texture_rect==p_enable)
return;
if (p_enable) {
glBindVertexArray(data.canvas_quad_array);
} else {
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
}
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,p_enable);
state.canvas_shader.bind();
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);
state.using_texture_rect=p_enable;
}
void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {
bool do_colors=false;
Color m;
if (p_singlecolor) {
m = *p_colors;
glVertexAttrib4f(VS::ARRAY_COLOR,m.r,m.g,m.b,m.a);
} else if (!p_colors) {
glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
} else
do_colors=true;
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);
#ifndef GLES_NO_CLIENT_ARRAYS
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
if (do_colors) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
}
if (texture && p_uvs) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
if (p_indices) {
#ifdef GLEW_ENABLED
glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
#else
static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
static uint16_t _draw_poly_indices[_max_draw_poly_indices];
for (int i=0; i<p_vertex_count; i++) {
_draw_poly_indices[i] = p_indices[i];
};
glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices );
#endif
} else {
glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
}
#else //WebGL specific impl.
glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
float *b = GlobalVertexBuffer;
int ofs = 0;
if(p_vertex_count > MAX_POLYGON_VERTICES){
print_line("Too many vertices to render");
return;
}
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
for(int i=0;i<p_vertex_count;i++) {
b[ofs++]=p_vertices[i].x;
b[ofs++]=p_vertices[i].y;
}
if (p_colors && do_colors) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
for(int i=0;i<p_vertex_count;i++) {
b[ofs++]=p_colors[i].r;
b[ofs++]=p_colors[i].g;
b[ofs++]=p_colors[i].b;
b[ofs++]=p_colors[i].a;
}
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
}
if (p_uvs) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
for(int i=0;i<p_vertex_count;i++) {
b[ofs++]=p_uvs[i].x;
b[ofs++]=p_uvs[i].y;
}
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
//bind the indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
static uint16_t _draw_poly_indices[_max_draw_poly_indices];
for (int i=0; i<p_vertex_count; i++) {
_draw_poly_indices[i] = p_indices[i];
//OS::get_singleton()->print("ind: %d ", p_indices[i]);
};
//copy the data to GPU.
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
//draw the triangles.
glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
storage->frame.canvas_draw_commands++;
}
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
#ifndef GLES_NO_CLIENT_ARRAYS
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
if (p_colors) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
}
if (p_uvs) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glDrawArrays(prim[p_points],0,p_points);
#else
glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
float b[32];
int ofs=0;
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
for(int i=0;i<p_points;i++) {
b[ofs++]=p_vertices[i].x;
b[ofs++]=p_vertices[i].y;
}
if (p_colors) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
for(int i=0;i<p_points;i++) {
b[ofs++]=p_colors[i].r;
b[ofs++]=p_colors[i].g;
b[ofs++]=p_colors[i].b;
b[ofs++]=p_colors[i].a;
}
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
}
if (p_uvs) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
for(int i=0;i<p_points;i++) {
b[ofs++]=p_uvs[i].x;
b[ofs++]=p_uvs[i].y;
}
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
glDrawArrays(prim[p_points],0,p_points);
glBindBuffer(GL_ARRAY_BUFFER,0);
#endif
storage->frame.canvas_draw_commands++;
}
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.ptr();
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());
glVertexAttrib4f(VS::ARRAY_COLOR,line->color.r,line->color.g,line->color.b,line->color.a);
Vector2 verts[2]={
Vector2(line->from.x,line->from.y),
Vector2(line->to.x,line->to.y)
};
#ifdef GLEW_ENABLED
if (line->antialiased)
glEnable(GL_LINE_SMOOTH);
#endif
glLineWidth(line->width);
_draw_gui_primitive(2,verts,NULL,NULL);
#ifdef GLEW_ENABLED
if (line->antialiased)
glDisable(GL_LINE_SMOOTH);
#endif
} break;
case Item::Command::TYPE_RECT: {
Item::CommandRect* rect = static_cast<Item::CommandRect*>(c);
_set_texture_rect_mode(true);
//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);
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.pos * texpixel_size, rect->source.size * texpixel_size ) : Rect2(0,0,1,1);
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) {
//err..
}
glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
glVertexAttrib4f(2,src_rect.pos.x,src_rect.pos.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 );
}
} else {
glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
glVertexAttrib4f(2,0,0,1,1);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
}
storage->frame.canvas_draw_commands++;
} break;
case Item::Command::TYPE_NINEPATCH: {
Item::CommandNinePatch* np = static_cast<Item::CommandNinePatch*>(c);
_set_texture_rect_mode(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);
if ( !texture ) {
glVertexAttrib4f(1,np->rect.pos.x,np->rect.pos.y,np->rect.size.x,np->rect.size.y);
glVertexAttrib4f(2,0,0,1,1);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
continue;
}
Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
#define DSTRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(1,m_x,m_y,m_w,m_h)
#define SRCRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(2,(m_x)*texpixel_size.x,(m_y)*texpixel_size.y,(m_w)*texpixel_size.x,(m_h)*texpixel_size.y)
//top left
DSTRECT(np->rect.pos.x,np->rect.pos.y,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
SRCRECT(0,0,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
//top right
DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
SRCRECT(texture->width-np->margin[MARGIN_RIGHT],0,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
//bottom right
DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
SRCRECT(texture->width-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
//bottom left
DSTRECT(np->rect.pos.x,np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
SRCRECT(0,texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
//top
DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y,np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
SRCRECT(np->margin[MARGIN_LEFT],0,texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
//bottom
DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
SRCRECT(np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_BOTTOM],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
//left
DSTRECT(np->rect.pos.x,np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
SRCRECT(0,np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
//right
DSTRECT(np->rect.pos.x+np->rect.size.width-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
SRCRECT(texture->width-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
if (np->draw_center) {
//center
DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->margin[MARGIN_TOP],np->rect.size.x-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
SRCRECT(np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
}
#undef SRCRECT
#undef DSTRECT
storage->frame.canvas_draw_commands++;
} 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);
_bind_canvas_texture(primitive->texture);
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_POLYGON: {
Item::CommandPolygon* polygon = static_cast<Item::CommandPolygon*>(c);
_set_texture_rect_mode(false);
_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
} 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 i=0;i<numpoints;i++) {
points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
indices[i*3+0]=i;
indices[i*3+1]=(i+1)%numpoints;
indices[i*3+2]=numpoints;
}
_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 x = current_clip->final_clip_rect.pos.x;
int y = storage->frame.current_rt->height - ( current_clip->final_clip_rect.pos.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;
glScissor(x,y,w,h);
reclip=false;
}
}
}
} break;
}
}
}
#if 0
void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {
if (canvas_shader.bind())
rebind_texpixel_size=true;
if (material->shader_version!=shader->version) {
//todo optimize uniforms
material->shader_version=shader->version;
}
if (shader->has_texscreen && framebuffer.active) {
int x = viewport.x;
int y = window_size.height-(viewport.height+viewport.y);
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
glActiveTexture(GL_TEXTURE0+max_texture_units-1);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
if (framebuffer.scale==1 && !canvas_texscreen_used) {
#ifdef GLEW_ENABLED
if (current_rt) {
glReadBuffer(GL_COLOR_ATTACHMENT0);
} else {
glReadBuffer(GL_BACK);
}
#endif
if (current_rt) {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
//window_size.height-(viewport.height+viewport.y)
} else {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
}
// if (current_clip) {
// // print_line(" a clip ");
// }
canvas_texscreen_used=true;
}
glActiveTexture(GL_TEXTURE0);
}
if (shader->has_screen_uv) {
canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
}
uses_texpixel_size=shader->uses_texpixel_size;
}
#endif
void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light) {
Item *current_clip=NULL;
RasterizerStorageGLES3::Shader *shader_cache=NULL;
bool rebind_shader=true;
Size2 rt_size = Size2(storage->frame.current_rt->width,storage->frame.current_rt->height);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);
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;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
RID canvas_last_material;
bool prev_distance_field=false;
while(p_item_list) {
Item *ci=p_item_list;
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);
glScissor(current_clip->final_clip_rect.pos.x,(rt_size.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);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
#if 0
if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
Rect2 rect;
int x,y;
if (ci->copy_back_buffer->full) {
x = viewport.x;
y = window_size.height-(viewport.height+viewport.y);
} else {
x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
}
glActiveTexture(GL_TEXTURE0+max_texture_units-1);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
#ifdef GLEW_ENABLED
if (current_rt) {
glReadBuffer(GL_COLOR_ATTACHMENT0);
} else {
glReadBuffer(GL_BACK);
}
#endif
if (current_rt) {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
//window_size.height-(viewport.height+viewport.y)
} else {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
}
canvas_texscreen_used=true;
glActiveTexture(GL_TEXTURE0);
}
#endif
//begin rect
Item *material_owner = ci->material_owner?ci->material_owner:ci;
RID material = material_owner->material;
if (material!=canvas_last_material || rebind_shader) {
#if 0
Shader *shader = NULL;
if (material && material->shader.is_valid()) {
shader = shader_owner.get(material->shader);
if (shader && !shader->valid) {
shader=NULL;
}
}
shader_cache=shader;
if (shader) {
canvas_shader.set_custom_shader(shader->custom_code_id);
_canvas_item_setup_shader_params(material,shader);
} else {
shader_cache=NULL;
canvas_shader.set_custom_shader(0);
canvas_shader.bind();
uses_texpixel_size=false;
}
canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,canvas_transform);
if (canvas_use_modulate)
reset_modulate=true;
canvas_last_material=material;
rebind_shader=false;
#endif
}
if (material.is_valid() && shader_cache) {
#if 0
_canvas_item_setup_shader_uniforms(material,shader_cache);
#endif
}
bool unshaded = false; //(material && material->shading_mode==VS::CANVAS_ITEM_SHADING_UNSHADED) || ci->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX;
bool reclip=false;
#if 0
if (ci==p_item_list || ci->blend_mode!=canvas_blend_mode) {
switch(ci->blend_mode) {
case VS::MATERIAL_BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (current_rt && current_rt_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);
}
} break;
case VS::MATERIAL_BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_DST_COLOR,GL_ZERO);
} break;
case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
} break;
}
canvas_blend_mode=ci->blend_mode;
}
#endif
// canvas_shader.set_uniform(CanvasShaderGLES3::CANVAS_MODULATE,unshaded ? Color(1,1,1,1) : p_modulate);
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=Matrix32();
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 (unshaded || (state.canvas_item_modulate.a>0.001 && (!material.is_valid() /*|| material->shading_mode!=VS::CANVAS_ITEM_SHADING_ONLY_LIGHT*/) && !ci->light_masked ))
_canvas_item_render_commands(ci,current_clip,reclip);
if (/*canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX &&*/ 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);
switch(light->shadow_filter) {
case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,true); break;
case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,true); break;
case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,true); break;
case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,true); break;
case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,true); break;
}
}
bool light_rebind = state.canvas_shader.bind();
if (light_rebind) {
#if 0
if (material && shader_cache) {
_canvas_item_setup_shader_params(material,shader_cache);
_canvas_item_setup_shader_uniforms(material,shader_cache);
}
#endif
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,Matrix32());
}
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 {
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_PCF9,false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
state.canvas_shader.bind();
#if 0
if (material && shader_cache) {
_canvas_item_setup_shader_params(material,shader_cache);
_canvas_item_setup_shader_uniforms(material,shader_cache);
}
#endif
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,Matrix32());
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);
glScissor(current_clip->final_clip_rect.pos.x,(rt_size.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);
}
p_item_list=p_item_list->next;
}
if (current_clip) {
glDisable(GL_SCISSOR_TEST);
}
}
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);
//print_line(" debug lights ");
while(light) {
// print_line("debug light");
if (light->shadow_buffer.is_valid()) {
// print_line("sb is valid");
RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
if (sb) {
glBindTexture(GL_TEXTURE_2D,sb->distance);
//glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
draw_generic_textured_rect(Rect2(h,ofs,w-h*2,h),Rect2(0,0,1,1));
ofs+=h*2;
}
}
light=light->shadows_next_ptr;
}
}
void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& 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);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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 near = p_near;
real_t far = p_far;
real_t aspect = 1.0;
real_t ymax = near * 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, near, far );
}
Vector3 cam_target=Matrix3(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.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(CanvasShadowShaderGLES3::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;
}
}
/*
if (i==0) {
for(int i=0;i<cc->lines.size();i++) {
Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
Plane pp(Vector3(p.x,p.y,0),1);
pp.normal = light.xform(pp.normal);
pp = projection.xform4(pp);
print_line(itos(i)+": "+pp.normal/pp.d);
//pp=light_mat.xform4(pp);
//print_line(itos(i)+": "+pp.normal/pp.d);
}
}
*/
glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);
instance=instance->next;
}
}
glDisableVertexAttribArray(VS::ARRAY_VERTEX);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
}
void RasterizerCanvasGLES3::reset_canvas() {
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->front.fbo);
glColorMask(1,1,1,1); //don't touch alpha
}
glBindVertexArray(0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
#ifdef GLEW_ENABLED
glDisable(GL_POINT_SPRITE);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
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);
for(int i=0;i<VS::ARRAY_MAX;i++) {
glDisableVertexAttribArray(i);
}
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);
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.canvas_texscreen_used=false;
}
void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src) {
glVertexAttrib4f(1,p_rect.pos.x,p_rect.pos.y,p_rect.size.x,p_rect.size.y);
glVertexAttrib4f(2,p_src.pos.x,p_src.pos.y,p_src.size.x,p_src.size.y);
glDrawArrays(GL_TRIANGLE_FAN,0,4);
}
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
}
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_shadow_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);
}
void RasterizerCanvasGLES3::finalize() {
glDeleteBuffers(1,&data.canvas_quad_vertices);
glDeleteVertexArrays(1,&data.canvas_quad_array);
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3()
{
}