ecd39094ed
Normal mapping previously took no account of rotation or flips in any path except the TEXTURE_RECT (uniform draw) method. This passed flips to the shader in uniforms. In order to pass flips and rotations to the shader in batching and nvidia workaround, a per vertex attribute is required rather than a uniform. This introduces LIGHT_ANGLE which encodes both the rotation of a quad (vertex) and the horizontal and vertical flip. In order to optionally store light angles in batching, we switch to using a 'unit' sized array which can be reused for different FVF types, as there is no need for a separate array for each FVF, as it is a waste of memory.
1057 lines
39 KiB
C++
1057 lines
39 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_base_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "rasterizer_canvas_base_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 RasterizerCanvasBaseGLES2::light_internal_create() {
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return RID();
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}
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void RasterizerCanvasBaseGLES2::light_internal_update(RID p_rid, Light *p_light) {
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}
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void RasterizerCanvasBaseGLES2::light_internal_free(RID p_rid) {
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}
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void RasterizerCanvasBaseGLES2::canvas_begin() {
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state.using_transparent_rt = false;
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// always start with light_angle unset
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state.using_light_angle = false;
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHT_ANGLE, false);
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state.canvas_shader.bind();
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int viewport_x, viewport_y, viewport_width, viewport_height;
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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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state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
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// set Viewport and Scissor when rendering directly to screen
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viewport_width = storage->frame.current_rt->width;
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viewport_height = storage->frame.current_rt->height;
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viewport_x = storage->frame.current_rt->x;
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viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
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glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
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glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
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glEnable(GL_SCISSOR_TEST);
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}
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}
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if (storage->frame.clear_request) {
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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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state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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storage->frame.clear_request = false;
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}
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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 RasterizerCanvasBaseGLES2::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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if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
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//reset viewport to full window size
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int viewport_width = OS::get_singleton()->get_window_size().width;
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int viewport_height = OS::get_singleton()->get_window_size().height;
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glViewport(0, 0, viewport_width, viewport_height);
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glScissor(0, 0, viewport_width, viewport_height);
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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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state.using_transparent_rt = false;
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}
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void RasterizerCanvasBaseGLES2::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 RasterizerCanvasBaseGLES2::_set_texture_rect_mode(bool p_texture_rect, bool p_light_angle) {
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// always set this directly (this could be state checked)
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, p_texture_rect);
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if (state.using_light_angle != p_light_angle) {
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state.using_light_angle = p_light_angle;
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state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHT_ANGLE, p_light_angle);
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}
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}
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RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_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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if (texture->redraw_if_visible) {
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VisualServerRaster::redraw_request();
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}
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texture = texture->get_ptr();
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if (texture->render_target) {
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texture->render_target->used_in_frame = true;
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}
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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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if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
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VisualServerRaster::redraw_request();
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}
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normal_map = normal_map->get_ptr();
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glActiveTexture(GL_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 RasterizerCanvasBaseGLES2::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),
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Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / 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),
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Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y));
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} else if (black_margin[MARGIN_RIGHT]) {
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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(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
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}
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if (black_image[MARGIN_TOP].is_valid()) {
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_bind_canvas_texture(black_image[MARGIN_TOP], RID());
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Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
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draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]),
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Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y));
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} else if (black_margin[MARGIN_TOP]) {
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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, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
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}
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if (black_image[MARGIN_BOTTOM].is_valid()) {
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_bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
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Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
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draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]),
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Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y));
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} else if (black_margin[MARGIN_BOTTOM]) {
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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, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
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}
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canvas_end();
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}
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void RasterizerCanvasBaseGLES2::_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 RasterizerCanvasBaseGLES2::_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 RasterizerCanvasBaseGLES2::reset_canvas() {
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_DITHER);
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glEnable(GL_BLEND);
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if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
// bind the back buffer to a texture so shaders can use it.
|
|
// It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
|
|
// keeping this for now as there's nothing else that uses texture unit 2
|
|
// TODO ^
|
|
if (storage->frame.current_rt) {
|
|
// glActiveTexture(GL_TEXTURE0 + 2);
|
|
// glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::_copy_texscreen(const Rect2 &p_rect) {
|
|
|
|
state.canvas_texscreen_used = true;
|
|
|
|
_copy_screen(p_rect);
|
|
|
|
// back to canvas, force rebind
|
|
state.using_texture_rect = false;
|
|
state.canvas_shader.bind();
|
|
_bind_canvas_texture(state.current_tex, state.current_normal);
|
|
_set_uniforms();
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
|
|
#ifndef GLES_OVER_GL
|
|
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
|
|
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|
#endif
|
|
|
|
uint32_t buffer_ofs = 0;
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
|
|
if (p_singlecolor) {
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
Color m = *p_colors;
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
|
|
} else if (!p_colors) {
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
} else {
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
|
|
glEnableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Color) * p_vertex_count;
|
|
}
|
|
|
|
if (p_uvs) {
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
|
|
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
} else {
|
|
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
}
|
|
|
|
if (p_weights && p_bones) {
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
|
|
glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
|
|
glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(float) * 4 * p_vertex_count;
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
|
|
glEnableVertexAttribArray(VS::ARRAY_BONES);
|
|
glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(int) * 4 * p_vertex_count;
|
|
|
|
} else {
|
|
glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
|
|
glDisableVertexAttribArray(VS::ARRAY_BONES);
|
|
}
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
|
|
#ifndef GLES_OVER_GL
|
|
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|
#endif
|
|
|
|
if (storage->config.support_32_bits_indices) { //should check for
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
|
|
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
|
|
storage->info.render._2d_draw_call_count++;
|
|
} else {
|
|
uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
|
|
for (int i = 0; i < p_index_count; i++) {
|
|
index16[i] = uint16_t(p_indices[i]);
|
|
}
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
|
|
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
|
|
storage->info.render._2d_draw_call_count++;
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
|
|
#ifndef GLES_OVER_GL
|
|
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
|
|
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|
#endif
|
|
|
|
uint32_t buffer_ofs = 0;
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
|
|
if (p_singlecolor) {
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
Color m = *p_colors;
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
|
|
} else if (!p_colors) {
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
} else {
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
|
|
glEnableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Color) * p_vertex_count;
|
|
}
|
|
|
|
if (p_uvs) {
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
|
|
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
} else {
|
|
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
}
|
|
|
|
glDrawArrays(p_primitive, 0, p_vertex_count);
|
|
storage->info.render._2d_draw_call_count++;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
|
|
#ifndef GLES_OVER_GL
|
|
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
|
|
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|
#endif
|
|
|
|
uint32_t buffer_ofs = 0;
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
|
|
if (p_singlecolor) {
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
Color m = *p_colors;
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
|
|
} else if (!p_colors) {
|
|
glDisableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
} else {
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
|
|
glEnableVertexAttribArray(VS::ARRAY_COLOR);
|
|
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Color) * p_vertex_count;
|
|
}
|
|
|
|
if (p_uvs) {
|
|
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
|
|
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
|
|
buffer_ofs += sizeof(Vector2) * p_vertex_count;
|
|
} else {
|
|
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
}
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
|
|
#ifndef GLES_OVER_GL
|
|
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|
#endif
|
|
|
|
if (storage->config.support_32_bits_indices) { //should check for
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
|
|
glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
|
|
storage->info.render._2d_draw_call_count++;
|
|
} else {
|
|
uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
|
|
for (int i = 0; i < p_index_count; i++) {
|
|
index16[i] = uint16_t(p_indices[i]);
|
|
}
|
|
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
|
|
glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0);
|
|
storage->info.render._2d_draw_call_count++;
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles) {
|
|
|
|
static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
|
|
|
|
int color_offset = 0;
|
|
int uv_offset = 0;
|
|
int light_angle_offset = 0;
|
|
int stride = 2;
|
|
|
|
if (p_colors) {
|
|
color_offset = stride;
|
|
stride += 4;
|
|
}
|
|
|
|
if (p_uvs) {
|
|
uv_offset = stride;
|
|
stride += 2;
|
|
}
|
|
|
|
if (p_light_angles) { //light_angles
|
|
light_angle_offset = stride;
|
|
stride += 1;
|
|
}
|
|
|
|
float buffer_data[(2 + 2 + 4 + 1) * 4];
|
|
|
|
for (int i = 0; i < p_points; i++) {
|
|
buffer_data[stride * i + 0] = p_vertices[i].x;
|
|
buffer_data[stride * i + 1] = p_vertices[i].y;
|
|
}
|
|
|
|
if (p_colors) {
|
|
for (int i = 0; i < p_points; i++) {
|
|
buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
|
|
buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
|
|
buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
|
|
buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
|
|
}
|
|
}
|
|
|
|
if (p_uvs) {
|
|
for (int i = 0; i < p_points; i++) {
|
|
buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
|
|
buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
|
|
}
|
|
}
|
|
|
|
if (p_light_angles) {
|
|
for (int i = 0; i < p_points; i++) {
|
|
buffer_data[stride * i + light_angle_offset + 0] = p_light_angles[i];
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
|
|
#ifndef GLES_OVER_GL
|
|
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
|
|
glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
|
|
#endif
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
|
|
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
|
|
|
|
if (p_colors) {
|
|
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
|
|
glEnableVertexAttribArray(VS::ARRAY_COLOR);
|
|
}
|
|
|
|
if (p_uvs) {
|
|
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
|
|
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
|
|
}
|
|
|
|
if (p_light_angles) {
|
|
glVertexAttribPointer(VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(light_angle_offset * sizeof(float)));
|
|
glEnableVertexAttribArray(VS::ARRAY_TANGENT);
|
|
}
|
|
|
|
glDrawArrays(prim[p_points], 0, p_points);
|
|
storage->info.render._2d_draw_call_count++;
|
|
|
|
if (p_light_angles) {
|
|
// may not be needed
|
|
glDisableVertexAttribArray(VS::ARRAY_TANGENT);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::_copy_screen(const Rect2 &p_rect) {
|
|
|
|
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
|
|
ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen.");
|
|
return;
|
|
}
|
|
|
|
ERR_FAIL_COND_MSG(storage->frame.current_rt->copy_screen_effect.color == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
|
|
|
|
Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
|
|
|
|
if (p_rect != Rect2()) {
|
|
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
|
|
}
|
|
|
|
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
|
|
|
|
storage->shaders.copy.bind();
|
|
storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
|
|
|
|
const Vector2 vertpos[4] = {
|
|
Vector2(-1, -1),
|
|
Vector2(-1, 1),
|
|
Vector2(1, 1),
|
|
Vector2(1, -1),
|
|
};
|
|
|
|
const Vector2 uvpos[4] = {
|
|
Vector2(0, 0),
|
|
Vector2(0, 1),
|
|
Vector2(1, 1),
|
|
Vector2(1, 0)
|
|
};
|
|
|
|
const int indexpos[6] = {
|
|
0, 1, 2,
|
|
2, 3, 0
|
|
};
|
|
|
|
_draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);
|
|
|
|
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
|
|
storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
|
|
glEnable(GL_BLEND);
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
|
|
|
|
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
|
|
ERR_FAIL_COND(!cls);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DITHER);
|
|
glDisable(GL_CULL_FACE);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(true);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
|
|
|
|
state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
|
|
state.canvas_shadow_shader.bind();
|
|
|
|
glViewport(0, 0, cls->size, cls->height);
|
|
glClearDepth(1.0f);
|
|
glClearColor(1, 1, 1, 1);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
//make sure it remains orthogonal, makes easy to read angle later
|
|
|
|
Transform light;
|
|
light.origin[0] = p_light_xform[2][0];
|
|
light.origin[1] = p_light_xform[2][1];
|
|
light.basis[0][0] = p_light_xform[0][0];
|
|
light.basis[0][1] = p_light_xform[1][0];
|
|
light.basis[1][0] = p_light_xform[0][1];
|
|
light.basis[1][1] = p_light_xform[1][1];
|
|
|
|
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
|
|
|
|
//p_near=1;
|
|
CameraMatrix projection;
|
|
{
|
|
real_t fov = 90;
|
|
real_t nearp = p_near;
|
|
real_t farp = p_far;
|
|
real_t aspect = 1.0;
|
|
|
|
real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
|
|
real_t ymin = -ymax;
|
|
real_t xmin = ymin * aspect;
|
|
real_t xmax = ymax * aspect;
|
|
|
|
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
|
|
}
|
|
|
|
Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
|
|
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
|
|
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
|
|
|
|
if (i == 0)
|
|
*p_xform_cache = projection;
|
|
|
|
glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
|
|
|
|
LightOccluderInstance *instance = p_occluders;
|
|
|
|
while (instance) {
|
|
|
|
RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
|
|
if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
|
|
|
|
instance = instance->next;
|
|
continue;
|
|
}
|
|
|
|
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
|
|
|
|
VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
|
|
|
|
if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
|
|
(p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
|
|
transformed_cull_cache =
|
|
transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
|
|
VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
|
|
VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
|
|
}
|
|
|
|
if (cull != transformed_cull_cache) {
|
|
|
|
cull = transformed_cull_cache;
|
|
switch (cull) {
|
|
case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
} break;
|
|
case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT);
|
|
} break;
|
|
case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
|
|
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
|
|
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
|
|
|
|
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
|
|
|
|
instance = instance->next;
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
|
|
Vector2 half_size;
|
|
if (storage->frame.current_rt) {
|
|
half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
|
|
} else {
|
|
half_size = OS::get_singleton()->get_window_size();
|
|
}
|
|
half_size *= 0.5;
|
|
Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
|
|
Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
|
|
|
|
float aspect_ratio = p_rect.size.x / p_rect.size.y;
|
|
|
|
// setup our lens shader
|
|
state.lens_shader.bind();
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
|
|
state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
|
|
|
|
// bind our quad buffer
|
|
_bind_quad_buffer();
|
|
|
|
// and draw
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
// and cleanup
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
for (int i = 0; i < VS::ARRAY_MAX; i++) {
|
|
glDisableVertexAttribArray(i);
|
|
}
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::initialize() {
|
|
|
|
// quad buffer
|
|
{
|
|
glGenBuffers(1, &data.canvas_quad_vertices);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
|
|
|
|
const float qv[8] = {
|
|
0, 0,
|
|
0, 1,
|
|
1, 1,
|
|
1, 0
|
|
};
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
// polygon buffer
|
|
{
|
|
uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
|
|
poly_size *= 1024;
|
|
poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
|
|
glGenBuffers(1, &data.polygon_buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
data.polygon_buffer_size = poly_size;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
|
|
index_size *= 1024; // kb
|
|
glGenBuffers(1, &data.polygon_index_buffer);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
data.polygon_index_buffer_size = index_size;
|
|
}
|
|
|
|
// ninepatch buffers
|
|
{
|
|
// array buffer
|
|
glGenBuffers(1, &data.ninepatch_vertices);
|
|
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
// element buffer
|
|
glGenBuffers(1, &data.ninepatch_elements);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
|
|
|
|
#define _EIDX(y, x) (y * 4 + x)
|
|
uint8_t elems[3 * 2 * 9] = {
|
|
|
|
// first row
|
|
|
|
_EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
|
|
_EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
|
|
|
|
_EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
|
|
_EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
|
|
|
|
_EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
|
|
_EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
|
|
|
|
// second row
|
|
|
|
_EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
|
|
_EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
|
|
|
|
// the center one would be here, but we'll put it at the end
|
|
// so it's easier to disable the center and be able to use
|
|
// one draw call for both
|
|
|
|
_EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
|
|
_EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
|
|
|
|
// third row
|
|
|
|
_EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
|
|
_EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
|
|
|
|
_EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
|
|
_EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
|
|
|
|
_EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
|
|
_EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
|
|
|
|
// center field
|
|
|
|
_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
|
|
_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
|
|
};
|
|
#undef _EIDX
|
|
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
state.canvas_shadow_shader.init();
|
|
|
|
state.canvas_shader.init();
|
|
|
|
_set_texture_rect_mode(true);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
|
|
|
|
state.canvas_shader.bind();
|
|
|
|
state.lens_shader.init();
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
|
|
|
|
state.using_light = NULL;
|
|
state.using_transparent_rt = false;
|
|
state.using_skeleton = false;
|
|
}
|
|
|
|
void RasterizerCanvasBaseGLES2::finalize() {
|
|
}
|
|
|
|
RasterizerCanvasBaseGLES2::RasterizerCanvasBaseGLES2() {
|
|
#ifdef GLES_OVER_GL
|
|
use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/use_nvidia_rect_flicker_workaround");
|
|
#else
|
|
// Not needed (a priori) on GLES devices
|
|
use_nvidia_rect_workaround = false;
|
|
#endif
|
|
}
|