virtualx-engine/drivers/gles3/rasterizer_canvas_gles3.cpp
clayjohn f33ffd9ab4 Add Skeletons and Blend Shapes to the OpenGL renderer
This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.

Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
2022-11-29 09:45:03 -08:00

2749 lines
108 KiB
C++

/*************************************************************************/
/* rasterizer_canvas_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"
#ifdef GLES3_ENABLED
#include "core/os/os.h"
#include "rasterizer_scene_gles3.h"
#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.columns[0][0];
p_mat4[1] = p_transform.columns[0][1];
p_mat4[2] = 0;
p_mat4[3] = 0;
p_mat4[4] = p_transform.columns[1][0];
p_mat4[5] = p_transform.columns[1][1];
p_mat4[6] = 0;
p_mat4[7] = 0;
p_mat4[8] = 0;
p_mat4[9] = 0;
p_mat4[10] = 1;
p_mat4[11] = 0;
p_mat4[12] = p_transform.columns[2][0];
p_mat4[13] = p_transform.columns[2][1];
p_mat4[14] = 0;
p_mat4[15] = 1;
}
void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
p_mat2x4[0] = p_transform.columns[0][0];
p_mat2x4[1] = p_transform.columns[1][0];
p_mat2x4[2] = 0;
p_mat2x4[3] = p_transform.columns[2][0];
p_mat2x4[4] = p_transform.columns[0][1];
p_mat2x4[5] = p_transform.columns[1][1];
p_mat2x4[6] = 0;
p_mat2x4[7] = p_transform.columns[2][1];
}
void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
p_mat2x3[0] = p_transform.columns[0][0];
p_mat2x3[1] = p_transform.columns[0][1];
p_mat2x3[2] = p_transform.columns[1][0];
p_mat2x3[3] = p_transform.columns[1][1];
p_mat2x3[4] = p_transform.columns[2][0];
p_mat2x3[5] = p_transform.columns[2][1];
}
void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.basis.rows[0][0];
p_mat4[1] = p_transform.basis.rows[1][0];
p_mat4[2] = p_transform.basis.rows[2][0];
p_mat4[3] = 0;
p_mat4[4] = p_transform.basis.rows[0][1];
p_mat4[5] = p_transform.basis.rows[1][1];
p_mat4[6] = p_transform.basis.rows[2][1];
p_mat4[7] = 0;
p_mat4[8] = p_transform.basis.rows[0][2];
p_mat4[9] = p_transform.basis.rows[1][2];
p_mat4[10] = p_transform.basis.rows[2][2];
p_mat4[11] = 0;
p_mat4[12] = p_transform.origin.x;
p_mat4[13] = p_transform.origin.y;
p_mat4[14] = p_transform.origin.z;
p_mat4[15] = 1;
}
void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
// Clear out any state that may have been left from the 3D pass.
reset_canvas();
if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) {
GLint syncStatus;
glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
if (syncStatus == GL_UNSIGNALED) {
// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED
// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
#endif
} else {
// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
// Allocate a new buffer and use that.
_allocate_instance_data_buffer();
}
} else {
// Already finished all rendering commands, we can use it.
state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number();
glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence);
state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync();
}
}
//setup directional lights if exist
uint32_t light_count = 0;
uint32_t directional_light_count = 0;
{
Light *l = p_directional_light_list;
uint32_t index = 0;
while (l) {
if (index == data.max_lights_per_render) {
l->render_index_cache = -1;
l = l->next_ptr;
continue;
}
CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
if (!clight) { //unused or invalid texture
l->render_index_cache = -1;
l = l->next_ptr;
ERR_CONTINUE(!clight);
}
Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height; //0..1 here
for (int i = 0; i < 4; i++) {
state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
state.light_uniforms[index].color[i] = l->color[i];
}
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
if (state.shadow_fb != 0) {
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
} else {
state.light_uniforms[index].shadow_pixel_size = 1.0;
state.light_uniforms[index].shadow_z_far_inv = 1.0;
state.light_uniforms[index].shadow_y_ofs = 0;
}
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
l->render_index_cache = index;
index++;
l = l->next_ptr;
}
light_count = index;
directional_light_count = light_count;
state.using_directional_lights = directional_light_count > 0;
}
//setup lights if exist
{
Light *l = p_light_list;
uint32_t index = light_count;
while (l) {
if (index == data.max_lights_per_render) {
l->render_index_cache = -1;
l = l->next_ptr;
continue;
}
CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
if (!clight) { //unused or invalid texture
l->render_index_cache = -1;
l = l->next_ptr;
ERR_CONTINUE(!clight);
}
Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
state.light_uniforms[index].position[0] = canvas_light_pos.x;
state.light_uniforms[index].position[1] = canvas_light_pos.y;
_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
for (int i = 0; i < 4; i++) {
state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
state.light_uniforms[index].color[i] = l->color[i];
}
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
if (state.shadow_fb != 0) {
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
} else {
state.light_uniforms[index].shadow_pixel_size = 1.0;
state.light_uniforms[index].shadow_z_far_inv = 1.0;
state.light_uniforms[index].shadow_y_ofs = 0;
}
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
if (clight->texture.is_valid()) {
Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
} else {
state.light_uniforms[index].atlas_rect[0] = 0;
state.light_uniforms[index].atlas_rect[1] = 0;
state.light_uniforms[index].atlas_rect[2] = 0;
state.light_uniforms[index].atlas_rect[3] = 0;
}
l->render_index_cache = index;
index++;
l = l->next_ptr;
}
light_count = index;
}
if (light_count > 0) {
glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
#ifdef WEB_ENABLED
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
#else
// On Desktop and mobile we map the memory without synchronizing for maximum speed.
void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
glUnmapBuffer(GL_UNIFORM_BUFFER);
#endif
GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
if (texture_atlas == 0) {
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
texture_atlas = tex->tex_id;
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, texture_atlas);
GLuint shadow_tex = state.shadow_texture;
if (shadow_tex == 0) {
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
shadow_tex = tex->tex_id;
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, shadow_tex);
}
{
//update canvas state uniform buffer
StateBuffer state_buffer;
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
Transform3D screen_transform;
screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
Transform2D normal_transform = p_canvas_transform;
normal_transform.columns[0].normalize();
normal_transform.columns[1].normalize();
normal_transform.columns[2] = Vector2();
_update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
state_buffer.canvas_modulate[0] = p_modulate.r;
state_buffer.canvas_modulate[1] = p_modulate.g;
state_buffer.canvas_modulate[2] = p_modulate.b;
state_buffer.canvas_modulate[3] = p_modulate.a;
Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
state_buffer.directional_light_count = directional_light_count;
Vector2 canvas_scale = p_canvas_transform.get_scale();
state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_LOCATION, global_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
{
state.default_filter = p_default_filter;
state.default_repeat = p_default_repeat;
}
Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
glViewport(0, 0, render_target_size.x, render_target_size.y);
r_sdf_used = false;
int item_count = 0;
bool backbuffer_cleared = false;
bool time_used = false;
bool material_screen_texture_cached = false;
bool material_screen_texture_mipmaps_cached = false;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
bool backbuffer_gen_mipmaps = false;
bool update_skeletons = false;
Item *ci = p_item_list;
Item *canvas_group_owner = nullptr;
uint32_t starting_index = 0;
while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
backbuffer_copy = true;
if (ci->copy_back_buffer->full) {
back_buffer_rect = Rect2();
} else {
back_buffer_rect = ci->copy_back_buffer->rect;
}
}
// Check material for something that may change flow of rendering, but do not bind for now.
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
if (material.is_valid()) {
GLES3::CanvasMaterialData *md = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
if (md && md->shader_data->valid) {
if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
if (!material_screen_texture_cached) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
} else if (!material_screen_texture_mipmaps_cached) {
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
}
}
if (md->shader_data->uses_sdf) {
r_sdf_used = true;
}
if (md->shader_data->uses_time) {
time_used = true;
}
}
}
if (ci->skeleton.is_valid()) {
const Item::Command *c = ci->commands;
while (c) {
if (c->type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
if (cm->mesh_instance.is_valid()) {
mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
update_skeletons = true;
}
}
c = c->next;
}
}
if (ci->canvas_group_owner != nullptr) {
if (canvas_group_owner == nullptr) {
if (update_skeletons) {
mesh_storage->update_mesh_instances();
update_skeletons = false;
}
// Canvas group begins here, render until before this item
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
item_count = 0;
if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
items[item_count++] = ci->canvas_group_owner;
}
} else if (!backbuffer_cleared) {
texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
backbuffer_cleared = true;
}
backbuffer_copy = false;
canvas_group_owner = ci->canvas_group_owner; //continue until owner found
}
ci->canvas_group_owner = nullptr; //must be cleared
}
if (!backbuffer_cleared && canvas_group_owner == nullptr && ci->canvas_group != nullptr && !backbuffer_copy) {
texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
backbuffer_cleared = true;
}
if (ci == canvas_group_owner) {
if (update_skeletons) {
mesh_storage->update_mesh_instances();
update_skeletons = false;
}
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, true);
item_count = 0;
if (ci->canvas_group->blur_mipmaps) {
texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
}
canvas_group_owner = nullptr;
// Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
backbuffer_cleared = false;
}
if (backbuffer_copy) {
if (update_skeletons) {
mesh_storage->update_mesh_instances();
update_skeletons = false;
}
//render anything pending, including clearing if no items
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
backbuffer_copy = false;
backbuffer_gen_mipmaps = false;
material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
}
if (backbuffer_gen_mipmaps) {
texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
backbuffer_gen_mipmaps = false;
material_screen_texture_mipmaps_cached = true;
}
// just add all items for now
items[item_count++] = ci;
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
if (update_skeletons) {
mesh_storage->update_mesh_instances();
update_skeletons = false;
}
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
//then reset
item_count = 0;
}
ci = ci->next;
}
if (time_used) {
RenderingServerDefault::redraw_request();
}
state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Clear out state used in 2D pass
reset_canvas();
state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
}
void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
canvas_begin(p_to_render_target, p_to_backbuffer);
if (p_item_count <= 0) {
// Nothing to draw, just call canvas_begin() to clear the render target and return.
return;
}
uint32_t index = 0;
Item *current_clip = nullptr;
// Record Batches.
// First item always forms its own batch.
bool batch_broken = false;
_new_batch(batch_broken, index);
// Override the start position and index as we want to start from where we finished off last time.
state.canvas_instance_batches[state.current_batch_index].start = r_last_index * sizeof(InstanceData);
index = 0;
_align_instance_data_buffer(index);
for (int i = 0; i < p_item_count; i++) {
Item *ci = items[i];
if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
_new_batch(batch_broken, index);
state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
current_clip = ci->final_clip_owner;
}
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
if (ci->canvas_group != nullptr) {
if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
if (!p_to_backbuffer) {
material = default_clip_children_material;
}
} else {
if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
material = default_clip_children_material;
} else {
material = default_canvas_group_material;
}
}
}
GLES3::CanvasShaderData *shader_data_cache = nullptr;
if (material != state.canvas_instance_batches[state.current_batch_index].material) {
_new_batch(batch_broken, index);
GLES3::CanvasMaterialData *material_data = nullptr;
if (material.is_valid()) {
material_data = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
}
shader_data_cache = nullptr;
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
shader_data_cache = material_data->shader_data;
}
}
state.canvas_instance_batches[state.current_batch_index].material = material;
state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
}
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
_record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
}
if (index == 0) {
// Nothing to render, just return.
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
return;
}
// Copy over all data needed for rendering.
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo);
#ifdef WEB_ENABLED
glBufferSubData(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
#else
// On Desktop and mobile we map the memory without synchronizing for maximum speed.
void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
memcpy(ubo, state.instance_data_array, index * sizeof(InstanceData));
glUnmapBuffer(GL_UNIFORM_BUFFER);
#endif
glDisable(GL_SCISSOR_TEST);
current_clip = nullptr;
GLES3::CanvasShaderData::BlendMode last_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
state.current_tex = RID();
for (uint32_t i = 0; i <= state.current_batch_index; i++) {
//setup clip
if (current_clip != state.canvas_instance_batches[i].clip) {
current_clip = state.canvas_instance_batches[i].clip;
if (current_clip) {
glEnable(GL_SCISSOR_TEST);
glScissor(current_clip->final_clip_rect.position.x, current_clip->final_clip_rect.position.y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
uint64_t specialization = 0;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
bool success = _bind_material(material_data, variant, specialization);
if (!success) {
continue;
}
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
if (last_blend_mode != blend_mode) {
if (last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
// re-enable it
glEnable(GL_BLEND);
} else if (blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
// disable it
glDisable(GL_BLEND);
}
switch (blend_mode) {
case GLES3::CanvasShaderData::BLEND_MODE_DISABLED: {
// Nothing to do here.
} break;
case GLES3::CanvasShaderData::BLEND_MODE_LCD: {
glBlendEquation(GL_FUNC_ADD);
if (state.transparent_render_target) {
glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_ZERO, GL_ONE);
}
Color blend_color = state.canvas_instance_batches[state.current_batch_index].blend_color;
glBlendColor(blend_color.r, blend_color.g, blend_color.b, blend_color.a);
} break;
case GLES3::CanvasShaderData::BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (state.transparent_render_target) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
} break;
case GLES3::CanvasShaderData::BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
if (state.transparent_render_target) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
}
} break;
case GLES3::CanvasShaderData::BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
if (state.transparent_render_target) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
}
} break;
case GLES3::CanvasShaderData::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
if (state.transparent_render_target) {
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
} else {
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
}
} break;
case GLES3::CanvasShaderData::BLEND_MODE_PMALPHA: {
glBlendEquation(GL_FUNC_ADD);
if (state.transparent_render_target) {
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
} break;
}
last_blend_mode = blend_mode;
}
_render_batch(p_lights, i);
}
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
r_last_index += index;
}
void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
}
RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
}
Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
Transform2D draw_transform; // Used by transform command
Color base_color = p_item->final_modulate;
uint32_t base_flags = 0;
Size2 texpixel_size;
bool reclip = false;
bool skipping = false;
// TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
uint32_t lights[4] = { 0, 0, 0, 0 };
uint16_t light_count = 0;
{
Light *light = p_lights;
while (light) {
if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
uint32_t light_index = light->render_index_cache;
lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
light_count++;
if (light_count == data.max_lights_per_item) {
break;
}
}
light = light->next_ptr;
}
base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
}
bool lights_disabled = light_count == 0 && !state.using_directional_lights;
if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
}
const Item::Command *c = p_item->commands;
while (c) {
if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
c = c->next;
continue;
}
if (c->type != Item::Command::TYPE_MESH) {
// For Meshes, this gets updated below.
_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
}
// Zero out most fields.
for (int i = 0; i < 4; i++) {
state.instance_data_array[r_index].modulation[i] = 0.0;
state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
state.instance_data_array[r_index].src_rect[i] = 0.0;
state.instance_data_array[r_index].dst_rect[i] = 0.0;
state.instance_data_array[r_index].lights[i] = uint32_t(0);
}
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
state.instance_data_array[r_index].pad[0] = 0.0;
state.instance_data_array[r_index].pad[1] = 0.0;
state.instance_data_array[r_index].lights[0] = lights[0];
state.instance_data_array[r_index].lights[1] = lights[1];
state.instance_data_array[r_index].lights[2] = lights[2];
state.instance_data_array[r_index].lights[3] = lights[3];
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
Color blend_color;
if (c->type == Item::Command::TYPE_RECT) {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_LCD) {
p_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
blend_color = rect->modulate * base_color;
}
}
if (p_blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].blend_mode = p_blend_mode;
state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
}
switch (c->type) {
case Item::Command::TYPE_RECT: {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
}
if (rect->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_RECT) {
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_QUAD;
}
_prepare_canvas_texture(rect->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect;
if (rect->texture != RID()) {
src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
dst_rect = Rect2(rect->rect.position, rect->rect.size);
if (dst_rect.size.width < 0) {
dst_rect.position.x += dst_rect.size.width;
dst_rect.size.width *= -1;
}
if (dst_rect.size.height < 0) {
dst_rect.position.y += dst_rect.size.height;
dst_rect.size.height *= -1;
}
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
}
if (rect->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
}
if (rect->flags & CANVAS_RECT_CLIP_UV) {
state.instance_data_array[r_index].flags |= FLAGS_CLIP_RECT_UV;
}
} else {
dst_rect = Rect2(rect->rect.position, rect->rect.size);
if (dst_rect.size.width < 0) {
dst_rect.position.x += dst_rect.size.width;
dst_rect.size.width *= -1;
}
if (dst_rect.size.height < 0) {
dst_rect.position.y += dst_rect.size.height;
dst_rect.size.height *= -1;
}
src_rect = Rect2(0, 0, 1, 1);
}
if (rect->flags & CANVAS_RECT_MSDF) {
state.instance_data_array[r_index].flags |= FLAGS_USE_MSDF;
state.instance_data_array[r_index].msdf[0] = rect->px_range; // Pixel range.
state.instance_data_array[r_index].msdf[1] = rect->outline; // Outline size.
state.instance_data_array[r_index].msdf[2] = 0.f; // Reserved.
state.instance_data_array[r_index].msdf[3] = 0.f; // Reserved.
} else if (rect->flags & CANVAS_RECT_LCD) {
state.instance_data_array[r_index].flags |= FLAGS_USE_LCD;
}
state.instance_data_array[r_index].modulation[0] = rect->modulate.r * base_color.r;
state.instance_data_array[r_index].modulation[1] = rect->modulate.g * base_color.g;
state.instance_data_array[r_index].modulation[2] = rect->modulate.b * base_color.b;
state.instance_data_array[r_index].modulation[3] = rect->modulate.a * base_color.a;
state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
_add_to_batch(r_index, r_batch_broken);
} break;
case Item::Command::TYPE_NINEPATCH: {
const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
if (np->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_NINEPATCH) {
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].tex = np->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;
state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_NINEPATCH;
}
_prepare_canvas_texture(np->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
if (np->texture == RID()) {
texpixel_size = Size2(1, 1);
src_rect = Rect2(0, 0, 1, 1);
} else {
if (np->source != Rect2()) {
src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
state.instance_data_array[r_index].color_texture_pixel_size[0] = 1.0 / np->source.size.width;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 1.0 / np->source.size.height;
} else {
src_rect = Rect2(0, 0, 1, 1);
}
}
state.instance_data_array[r_index].modulation[0] = np->color.r * base_color.r;
state.instance_data_array[r_index].modulation[1] = np->color.g * base_color.g;
state.instance_data_array[r_index].modulation[2] = np->color.b * base_color.b;
state.instance_data_array[r_index].modulation[3] = np->color.a * base_color.a;
state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
state.instance_data_array[r_index].flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
state.instance_data_array[r_index].flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
if (np->draw_center) {
state.instance_data_array[r_index].flags |= FLAGS_NINEPACH_DRAW_CENTER;
}
state.instance_data_array[r_index].ninepatch_margins[0] = np->margin[SIDE_LEFT];
state.instance_data_array[r_index].ninepatch_margins[1] = np->margin[SIDE_TOP];
state.instance_data_array[r_index].ninepatch_margins[2] = np->margin[SIDE_RIGHT];
state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
_add_to_batch(r_index, r_batch_broken);
// Restore if overridden.
state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x;
state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y;
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
// Polygon's can't be batched, so always create a new batch
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
_prepare_canvas_texture(polygon->texture, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
state.instance_data_array[r_index].modulation[0] = base_color.r;
state.instance_data_array[r_index].modulation[1] = base_color.g;
state.instance_data_array[r_index].modulation[2] = base_color.b;
state.instance_data_array[r_index].modulation[3] = base_color.a;
for (int j = 0; j < 4; j++) {
state.instance_data_array[r_index].src_rect[j] = 0;
state.instance_data_array[r_index].dst_rect[j] = 0;
state.instance_data_array[r_index].ninepatch_margins[j] = 0;
}
_add_to_batch(r_index, r_batch_broken);
} break;
case Item::Command::TYPE_PRIMITIVE: {
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) {
_new_batch(r_batch_broken, r_index);
state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;
state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE;
}
_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j].x;
state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j].y;
Color col = primitive->colors[j] * base_color;
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
_add_to_batch(r_index, r_batch_broken);
if (primitive->point_count == 4) {
// Reset base data.
_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
for (uint32_t j = 0; j < 3; j++) {
int offset = j == 0 ? 0 : 1;
// Second triangle in the quad. Uses vertices 0, 2, 3.
state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + offset].x;
state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + offset].y;
state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
Color col = primitive->colors[j + offset] * base_color;
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}
_add_to_batch(r_index, r_batch_broken);
}
} break;
case Item::Command::TYPE_MESH:
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
// Mesh's can't be batched, so always create a new batch
_new_batch(r_batch_broken, r_index);
Color modulate(1, 1, 1, 1);
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
if (c->type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
modulate = m->modulate;
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
} else if (c->type == Item::Command::TYPE_PARTICLES) {
GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
RID particles = pt->particles;
state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
bool local_coords = particles_storage->particles_is_using_local_coords(particles);
if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
// Pass collision information.
Transform2D xform;
if (local_coords) {
xform = p_item->final_transform;
} else {
xform = p_canvas_transform_inverse;
}
GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
Rect2 to_screen;
{
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
to_screen.position = -sdf_rect.position * to_screen.size;
}
particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
} else {
particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), 0);
}
}
state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].command_type = c->type;
_prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
state.instance_data_array[r_index].modulation[0] = base_color.r * modulate.r;
state.instance_data_array[r_index].modulation[1] = base_color.g * modulate.g;
state.instance_data_array[r_index].modulation[2] = base_color.b * modulate.b;
state.instance_data_array[r_index].modulation[3] = base_color.a * modulate.a;
for (int j = 0; j < 4; j++) {
state.instance_data_array[r_index].src_rect[j] = 0;
state.instance_data_array[r_index].dst_rect[j] = 0;
state.instance_data_array[r_index].ninepatch_margins[j] = 0;
}
_add_to_batch(r_index, r_batch_broken);
} break;
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
draw_transform = transform->xform;
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
if (current_clip) {
if (ci->ignore != reclip) {
_new_batch(r_batch_broken, r_index);
if (ci->ignore) {
state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
reclip = true;
} else {
state.canvas_instance_batches[state.current_batch_index].clip = current_clip;
reclip = false;
}
}
}
} break;
case Item::Command::TYPE_ANIMATION_SLICE: {
const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
double current_time = RSG::rasterizer->get_total_time();
double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
RenderingServerDefault::redraw_request(); // animation visible means redraw request
} break;
}
c = c->next;
r_batch_broken = false;
}
if (current_clip && reclip) {
//will make it re-enable clipping if needed afterwards
current_clip = nullptr;
}
}
void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
ERR_FAIL_COND(!state.canvas_instance_batches[state.current_batch_index].command);
// Used by Polygon and Mesh.
static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
_bind_canvas_texture(state.canvas_instance_batches[p_index].tex, state.canvas_instance_batches[p_index].filter, state.canvas_instance_batches[p_index].repeat);
// Bind the region of the UBO used by this batch.
// If region exceeds the boundary of the UBO, just ignore.
uint32_t range_bytes = data.max_instances_per_batch * sizeof(InstanceData);
if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - 1) * sizeof(InstanceData)) {
return;
} else if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - data.max_instances_per_batch) * sizeof(InstanceData)) {
// If we have less than a full batch at the end, we can just draw it anyway.
// OpenGL will complain about the UBO being smaller than expected, but it should render fine.
range_bytes = (data.max_instances_per_ubo - 1) * sizeof(InstanceData) - state.canvas_instance_batches[p_index].start;
}
uint32_t range_start = state.canvas_instance_batches[p_index].start;
glBindBufferRange(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].ubo, range_start, range_bytes);
switch (state.canvas_instance_batches[p_index].command_type) {
case Item::Command::TYPE_RECT:
case Item::Command::TYPE_NINEPATCH: {
glBindVertexArray(data.indexed_quad_array);
glDrawElements(GL_TRIANGLES, state.canvas_instance_batches[p_index].instance_count * 6, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindVertexArray(0);
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(state.canvas_instance_batches[p_index].command);
PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
ERR_FAIL_COND(!pb);
glBindVertexArray(pb->vertex_array);
if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
}
if (pb->index_buffer != 0) {
glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
} else {
glDrawArrays(prim[polygon->primitive], 0, pb->count);
}
glBindVertexArray(0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
// Reset so this doesn't pollute other draw calls.
glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
}
} break;
case Item::Command::TYPE_PRIMITIVE: {
glBindVertexArray(data.canvas_quad_array);
const GLenum primitive[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
int instance_count = state.canvas_instance_batches[p_index].instance_count;
if (instance_count > 1) {
glDrawArraysInstanced(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points, instance_count);
} else {
glDrawArrays(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points);
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
} break;
case Item::Command::TYPE_MESH:
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
RID mesh;
RID mesh_instance;
uint32_t instance_count = 1;
GLuint instance_buffer = 0;
uint32_t instance_stride = 0;
uint32_t instance_color_offset = 0;
bool instance_uses_color = false;
bool instance_uses_custom_data = false;
if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(state.canvas_instance_batches[p_index].command);
mesh = m->mesh;
mesh_instance = m->mesh_instance;
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(state.canvas_instance_batches[p_index].command);
RID multimesh = mm->multimesh;
mesh = mesh_storage->multimesh_get_mesh(multimesh);
if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
break;
}
instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
if (instance_count == 0) {
break;
}
instance_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
instance_stride = mesh_storage->multimesh_get_stride(multimesh);
instance_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
instance_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
instance_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_PARTICLES) {
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(state.canvas_instance_batches[p_index].command);
RID particles = pt->particles;
mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
particles_storage->particles_request_process(particles);
if (particles_storage->particles_is_inactive(particles)) {
break;
}
RenderingServerDefault::redraw_request(); // Active particles means redraw request.
int dpc = particles_storage->particles_get_draw_passes(particles);
if (dpc == 0) {
break; // Nothing to draw.
}
instance_count = particles_storage->particles_get_amount(particles);
instance_buffer = particles_storage->particles_get_gl_buffer(particles);
instance_stride = 12; // 8 bytes for instance transform and 4 bytes for packed color and custom.
instance_color_offset = 8; // 8 bytes for instance transform.
instance_uses_color = true;
instance_uses_custom_data = true;
}
ERR_FAIL_COND(mesh.is_null());
uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
for (uint32_t j = 0; j < surf_count; j++) {
void *surface = mesh_storage->mesh_get_surface(mesh, j);
RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;
uint32_t input_mask = 0; // 2D meshes always use the same vertex format
if (mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
} else {
mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
}
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
bool use_index_buffer = false;
glBindVertexArray(vertex_array_gl);
if (index_array_gl != 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
use_index_buffer = true;
}
if (instance_count > 1) {
if (instance_buffer == 0) {
break;
}
// Bind instance buffers.
glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(2, 1);
if (instance_uses_color || instance_uses_custom_data) {
glEnableVertexAttribArray(5);
glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(instance_color_offset * sizeof(float)));
glVertexAttribDivisor(5, 1);
}
}
GLenum primitive_gl = prim[int(primitive)];
if (instance_count == 1) {
if (use_index_buffer) {
glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0);
} else {
glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface));
}
} else if (instance_count > 1) {
if (use_index_buffer) {
glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
} else {
glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
}
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (instance_count > 1) {
glDisableVertexAttribArray(5);
glDisableVertexAttribArray(6);
glDisableVertexAttribArray(7);
glDisableVertexAttribArray(8);
}
}
} break;
case Item::Command::TYPE_TRANSFORM:
case Item::Command::TYPE_CLIP_IGNORE:
case Item::Command::TYPE_ANIMATION_SLICE: {
// Can ignore these as they only impact batch creation.
} break;
}
}
void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {
if (r_index >= data.max_instances_per_ubo - 1) {
ERR_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'");
return;
}
if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) {
_new_batch(r_batch_broken, r_index);
}
state.canvas_instance_batches[state.current_batch_index].instance_count++;
r_index++;
}
void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) {
if (state.canvas_instance_batches.size() == 0) {
state.canvas_instance_batches.push_back(Batch());
return;
}
if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
return;
}
r_batch_broken = true;
// Copy the properties of the current batch, we will manually update the things that changed.
Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
new_batch.instance_count = 0;
new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count * sizeof(InstanceData);
state.current_batch_index++;
state.canvas_instance_batches.push_back(new_batch);
_align_instance_data_buffer(r_index);
}
bool RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
if (p_material_data) {
if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
// Bind uniform buffer and textures
p_material_data->bind_uniforms();
return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
} else {
return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
} else {
return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
}
RID RasterizerCanvasGLES3::light_create() {
CanvasLight canvas_light;
return canvas_light_owner.make_rid(canvas_light);
}
void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl);
if (cl->texture == p_texture) {
return;
}
if (cl->texture.is_valid()) {
texture_storage->texture_remove_from_texture_atlas(cl->texture);
}
cl->texture = p_texture;
if (cl->texture.is_valid()) {
texture_storage->texture_add_to_texture_atlas(cl->texture);
}
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl);
cl->shadow.enabled = p_enable;
}
void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
GLES3::Config *config = GLES3::Config::get_singleton();
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl->shadow.enabled);
_update_shadow_atlas();
cl->shadow.z_far = p_far;
cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
glEnable(GL_SCISSOR_TEST);
glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
glClearColor(p_far, p_far, p_far, 1.0);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
if (!success) {
return;
}
for (int i = 0; i < 4; i++) {
glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
Projection 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::deg_to_rad(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::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, p_far, shadow_render.shader_version, variant);
LightOccluderInstance *instance = p_occluders;
while (instance) {
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
continue;
}
Transform2D modelview = p_light_xform * instance->xform_cache;
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
if (co->cull_mode != cull_mode) {
if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
// Last time was disabled, so enable and set proper face.
glEnable(GL_CULL_FACE);
}
glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
}
cull_mode = co->cull_mode;
}
glBindVertexArray(co->vertex_array);
glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
}
void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
GLES3::Config *config = GLES3::Config::get_singleton();
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl->shadow.enabled);
_update_shadow_atlas();
Vector2 light_dir = p_light_xform.columns[1].normalized();
Vector2 center = p_clip_rect.get_center();
float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
float distance = to_edge_distance * 2.0 + p_cull_distance;
float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
cl->shadow.z_far = distance;
cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
Transform2D to_light_xform;
to_light_xform[2] = from_pos;
to_light_xform[1] = light_dir;
to_light_xform[0] = -light_dir.orthogonal();
to_light_xform.invert();
glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
glEnable(GL_SCISSOR_TEST);
glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
if (!success) {
return;
}
Projection projection;
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 1.0, shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, distance, shadow_render.shader_version, variant);
LightOccluderInstance *instance = p_occluders;
while (instance) {
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
continue;
}
Transform2D modelview = to_light_xform * instance->xform_cache;
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
if (co->cull_mode != cull_mode) {
if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
// Last time was disabled, so enable and set proper face.
glEnable(GL_CULL_FACE);
}
glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
}
cull_mode = co->cull_mode;
}
glBindVertexArray(co->vertex_array);
glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
Transform2D to_shadow;
to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
to_shadow.columns[2].x = 0.5;
cl->shadow.directional_xform = to_shadow * to_light_xform;
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_CULL_FACE);
}
void RasterizerCanvasGLES3::_update_shadow_atlas() {
GLES3::Config *config = GLES3::Config::get_singleton();
if (state.shadow_fb == 0) {
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &state.shadow_fb);
glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
glGenRenderbuffers(1, &state.shadow_depth_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, state.shadow_depth_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, state.shadow_texture_size, data.max_lights_per_render * 2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, state.shadow_depth_buffer);
glGenTextures(1, &state.shadow_texture);
glBindTexture(GL_TEXTURE_2D, state.shadow_texture);
if (config->float_texture_supported) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RED, GL_FLOAT, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.shadow_texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &state.shadow_fb);
glDeleteTextures(1, &state.shadow_texture);
glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
state.shadow_fb = 0;
state.shadow_texture = 0;
state.shadow_depth_buffer = 0;
WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
}
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
Transform2D to_sdf;
to_sdf.columns[0] *= rect.size.width;
to_sdf.columns[1] *= rect.size.height;
to_sdf.columns[2] = rect.position;
Transform2D to_clip;
to_clip.columns[0] *= 2.0;
to_clip.columns[1] *= 2.0;
to_clip.columns[2] = -Vector2(1.0, 1.0);
to_clip = to_clip * to_sdf.affine_inverse();
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glViewport(0, 0, rect.size.width, rect.size.height);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
if (!success) {
return;
}
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, 0.0, shadow_render.shader_version, variant);
LightOccluderInstance *instance = p_occluders;
while (instance) {
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(instance->occluder);
if (!oc || oc->sdf_vertex_array == 0) {
instance = instance->next;
continue;
}
Transform2D modelview = to_clip * instance->xform_cache;
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
glBindVertexArray(oc->sdf_vertex_array);
glDrawElements(oc->sdf_is_lines ? GL_LINES : GL_TRIANGLES, oc->sdf_index_count, GL_UNSIGNED_INT, 0);
instance = instance->next;
}
texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID RasterizerCanvasGLES3::occluder_polygon_create() {
OccluderPolygon occluder;
return occluder_polygon_owner.make_rid(occluder);
}
void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
ERR_FAIL_COND(!oc);
Vector<Vector2> lines;
if (p_points.size()) {
int lc = p_points.size() * 2;
lines.resize(lc - (p_closed ? 0 : 2));
{
Vector2 *w = lines.ptrw();
const Vector2 *r = p_points.ptr();
int max = lc / 2;
if (!p_closed) {
max--;
}
for (int i = 0; i < max; i++) {
Vector2 a = r[i];
Vector2 b = r[(i + 1) % (lc / 2)];
w[i * 2 + 0] = a;
w[i * 2 + 1] = b;
}
}
}
if (oc->line_point_count != lines.size() && oc->vertex_array != 0) {
glDeleteVertexArrays(1, &oc->vertex_array);
glDeleteBuffers(1, &oc->vertex_buffer);
glDeleteBuffers(1, &oc->index_buffer);
oc->vertex_array = 0;
oc->vertex_buffer = 0;
oc->index_buffer = 0;
}
if (lines.size()) {
Vector<uint8_t> geometry;
Vector<uint8_t> indices;
int lc = lines.size();
geometry.resize(lc * 6 * sizeof(float));
indices.resize(lc * 3 * sizeof(uint16_t));
{
uint8_t *vw = geometry.ptrw();
float *vwptr = reinterpret_cast<float *>(vw);
uint8_t *iw = indices.ptrw();
uint16_t *iwptr = (uint16_t *)iw;
const Vector2 *lr = lines.ptr();
const int POLY_HEIGHT = 16384;
for (int i = 0; i < lc / 2; i++) {
vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
vwptr[i * 12 + 2] = POLY_HEIGHT;
vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
vwptr[i * 12 + 5] = POLY_HEIGHT;
vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
vwptr[i * 12 + 8] = -POLY_HEIGHT;
vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
vwptr[i * 12 + 11] = -POLY_HEIGHT;
iwptr[i * 6 + 0] = i * 4 + 0;
iwptr[i * 6 + 1] = i * 4 + 1;
iwptr[i * 6 + 2] = i * 4 + 2;
iwptr[i * 6 + 3] = i * 4 + 2;
iwptr[i * 6 + 4] = i * 4 + 3;
iwptr[i * 6 + 5] = i * 4 + 0;
}
}
if (oc->vertex_array == 0) {
oc->line_point_count = lc;
glGenVertexArrays(1, &oc->vertex_array);
glBindVertexArray(oc->vertex_array);
glGenBuffers(1, &oc->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glGenBuffers(1, &oc->index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
glBindVertexArray(0);
} else {
glBindVertexArray(oc->vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
}
}
// sdf
Vector<int> sdf_indices;
if (p_points.size()) {
if (p_closed) {
sdf_indices = Geometry2D::triangulate_polygon(p_points);
oc->sdf_is_lines = false;
} else {
int max = p_points.size();
sdf_indices.resize(max * 2);
int *iw = sdf_indices.ptrw();
for (int i = 0; i < max; i++) {
iw[i * 2 + 0] = i;
iw[i * 2 + 1] = (i + 1) % max;
}
oc->sdf_is_lines = true;
}
}
if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
glDeleteVertexArrays(1, &oc->sdf_vertex_array);
glDeleteBuffers(1, &oc->sdf_vertex_buffer);
glDeleteBuffers(1, &oc->sdf_index_buffer);
oc->sdf_vertex_array = 0;
oc->sdf_vertex_buffer = 0;
oc->sdf_index_buffer = 0;
oc->sdf_index_count = sdf_indices.size();
oc->sdf_point_count = p_points.size();
}
if (sdf_indices.size()) {
if (oc->sdf_vertex_array == 0) {
oc->sdf_index_count = sdf_indices.size();
oc->sdf_point_count = p_points.size();
glGenVertexArrays(1, &oc->sdf_vertex_array);
glBindVertexArray(oc->sdf_vertex_array);
glGenBuffers(1, &oc->sdf_vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glGenBuffers(1, &oc->sdf_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
glBindVertexArray(0);
} else {
glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
ERR_FAIL_COND(!oc);
oc->cull_mode = p_mode;
}
void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
GLES3::Config *config = GLES3::Config::get_singleton();
p_size = nearest_power_of_2_templated(p_size);
if (p_size == state.shadow_texture_size) {
return;
}
if (p_size > config->max_texture_size) {
p_size = config->max_texture_size;
WARN_PRINT("Attempting to set CanvasItem shadow atlas size to " + itos(p_size) + " which is beyond limit of " + itos(config->max_texture_size) + "supported by hardware.");
}
state.shadow_texture_size = p_size;
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
if (canvas_light_owner.owns(p_rid)) {
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!cl, false);
canvas_light_owner.free(p_rid);
} else if (occluder_polygon_owner.owns(p_rid)) {
occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
occluder_polygon_owner.free(p_rid);
} else {
return false;
}
return true;
}
void RasterizerCanvasGLES3::update() {
}
void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
GLES3::RenderTarget *render_target = texture_storage->get_render_target(p_to_render_target);
if (p_to_backbuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, render_target->backbuffer_fbo);
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
glBindFramebuffer(GL_FRAMEBUFFER, render_target->fbo);
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
}
if (render_target->is_transparent || p_to_backbuffer) {
state.transparent_render_target = true;
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
state.transparent_render_target = false;
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
if (render_target && render_target->clear_requested) {
const Color &col = render_target->clear_color;
glClearColor(col.r, col.g, col.b, col.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
render_target->clear_requested = false;
}
glActiveTexture(GL_TEXTURE0);
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
}
void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
if (p_texture == RID()) {
p_texture = default_canvas_texture;
}
if (state.current_tex == p_texture && state.current_filter_mode == p_base_filter && state.current_repeat_mode == p_base_repeat) {
return;
}
state.current_tex = p_texture;
state.current_filter_mode = p_base_filter;
state.current_repeat_mode = p_base_repeat;
GLES3::CanvasTexture *ct = nullptr;
GLES3::Texture *t = texture_storage->get_texture(p_texture);
if (t) {
ERR_FAIL_COND(!t->canvas_texture);
ct = t->canvas_texture;
} else {
ct = texture_storage->get_canvas_texture(p_texture);
}
if (!ct) {
// Invalid Texture RID.
_bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat);
return;
}
RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
ERR_FAIL_COND(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
if (!texture) {
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
texture->gl_set_filter(filter);
texture->gl_set_repeat(repeat);
}
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
if (!normal_map) {
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
normal_map->gl_set_filter(filter);
normal_map->gl_set_repeat(repeat);
}
GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
if (!specular_map) {
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
glBindTexture(GL_TEXTURE_2D, tex->tex_id);
} else {
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
specular_map->gl_set_filter(filter);
specular_map->gl_set_repeat(repeat);
}
}
void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
if (p_texture == RID()) {
p_texture = default_canvas_texture;
}
GLES3::CanvasTexture *ct = nullptr;
GLES3::Texture *t = texture_storage->get_texture(p_texture);
if (t) {
//regular texture
if (!t->canvas_texture) {
t->canvas_texture = memnew(GLES3::CanvasTexture);
t->canvas_texture->diffuse = p_texture;
}
ct = t->canvas_texture;
} else {
ct = texture_storage->get_canvas_texture(p_texture);
}
if (!ct) {
// Invalid Texture RID.
_prepare_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index, r_texpixel_size);
return;
}
GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
Size2i size_cache;
if (!texture) {
ct->diffuse = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
GLES3::Texture *tex = texture_storage->get_texture(ct->diffuse);
size_cache = Size2i(tex->width, tex->height);
} else {
size_cache = Size2i(texture->width, texture->height);
}
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
if (ct->specular_color.a < 0.999) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
if (normal_map) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
}
state.instance_data_array[r_index].specular_shininess = uint32_t(CLAMP(ct->specular_color.a * 255.0, 0, 255)) << 24;
state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.b * 255.0, 0, 255)) << 16;
state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8;
state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255));
r_texpixel_size.x = 1.0 / float(size_cache.x);
r_texpixel_size.y = 1.0 / float(size_cache.y);
state.instance_data_array[r_index].color_texture_pixel_size[0] = r_texpixel_size.x;
state.instance_data_array[r_index].color_texture_pixel_size[1] = r_texpixel_size.y;
}
void RasterizerCanvasGLES3::reset_canvas() {
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
}
RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
// We interleave the vertex data into one big VBO to improve cache coherence
uint32_t vertex_count = p_points.size();
uint32_t stride = 2;
if ((uint32_t)p_colors.size() == vertex_count) {
stride += 4;
}
if ((uint32_t)p_uvs.size() == vertex_count) {
stride += 2;
}
if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
stride += 4;
}
PolygonBuffers pb;
glGenBuffers(1, &pb.vertex_buffer);
glGenVertexArrays(1, &pb.vertex_array);
glBindVertexArray(pb.vertex_array);
pb.count = vertex_count;
pb.index_buffer = 0;
uint32_t buffer_size = stride * p_points.size();
Vector<uint8_t> polygon_buffer;
polygon_buffer.resize(buffer_size * sizeof(float));
{
glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
uint8_t *r = polygon_buffer.ptrw();
float *fptr = reinterpret_cast<float *>(r);
uint32_t *uptr = (uint32_t *)r;
uint32_t base_offset = 0;
{
// Always uses vertex positions
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), nullptr);
const Vector2 *points_ptr = p_points.ptr();
for (uint32_t i = 0; i < vertex_count; i++) {
fptr[base_offset + i * stride + 0] = points_ptr[i].x;
fptr[base_offset + i * stride + 1] = points_ptr[i].y;
}
base_offset += 2;
}
// Next add colors
if ((uint32_t)p_colors.size() == vertex_count) {
glEnableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
const Color *color_ptr = p_colors.ptr();
for (uint32_t i = 0; i < vertex_count; i++) {
fptr[base_offset + i * stride + 0] = color_ptr[i].r;
fptr[base_offset + i * stride + 1] = color_ptr[i].g;
fptr[base_offset + i * stride + 2] = color_ptr[i].b;
fptr[base_offset + i * stride + 3] = color_ptr[i].a;
}
base_offset += 4;
} else {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
pb.color_disabled = true;
pb.color = p_colors.size() == 1 ? p_colors[0] : Color(1.0, 1.0, 1.0, 1.0);
}
if ((uint32_t)p_uvs.size() == vertex_count) {
glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
const Vector2 *uv_ptr = p_uvs.ptr();
for (uint32_t i = 0; i < vertex_count; i++) {
fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
}
base_offset += 2;
} else {
glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
}
if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
glEnableVertexAttribArray(RS::ARRAY_BONES);
glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
const int *bone_ptr = p_bones.ptr();
for (uint32_t i = 0; i < vertex_count; i++) {
uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
bone16w[0] = bone_ptr[i * 4 + 0];
bone16w[1] = bone_ptr[i * 4 + 1];
bone16w[2] = bone_ptr[i * 4 + 2];
bone16w[3] = bone_ptr[i * 4 + 3];
}
base_offset += 2;
} else {
glDisableVertexAttribArray(RS::ARRAY_BONES);
}
if ((uint32_t)p_weights.size() == vertex_count * 4) {
glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
const float *weight_ptr = p_weights.ptr();
for (uint32_t i = 0; i < vertex_count; i++) {
uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
}
base_offset += 2;
} else {
glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
}
ERR_FAIL_COND_V(base_offset != stride, 0);
glBufferData(GL_ARRAY_BUFFER, vertex_count * stride * sizeof(float), polygon_buffer.ptr(), GL_STATIC_DRAW);
}
if (p_indices.size()) {
//create indices, as indices were requested
Vector<uint8_t> index_buffer;
index_buffer.resize(p_indices.size() * sizeof(int32_t));
{
uint8_t *w = index_buffer.ptrw();
memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
}
glGenBuffers(1, &pb.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
pb.count = p_indices.size();
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
PolygonID id = polygon_buffers.last_id++;
polygon_buffers.polygons[id] = pb;
return id;
}
void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
ERR_FAIL_COND(!pb_ptr);
PolygonBuffers &pb = *pb_ptr;
if (pb.index_buffer != 0) {
glDeleteBuffers(1, &pb.index_buffer);
}
glDeleteVertexArrays(1, &pb.vertex_array);
glDeleteBuffers(1, &pb.vertex_buffer);
polygon_buffers.polygons.erase(p_polygon);
}
// Creates a new uniform buffer and uses it right away
// This expands the instance buffer continually
// In theory allocations can reach as high as number of windows * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
GLuint new_buffers[3];
glGenBuffers(3, new_buffers);
// Batch UBO.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
// Light uniform buffer.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
// State buffer.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
state.current_buffer = (state.current_buffer + 1);
DataBuffer db;
db.ubo = new_buffers[0];
db.light_ubo = new_buffers[1];
db.state_ubo = new_buffers[2];
db.last_frame_used = RSG::rasterizer->get_frame_number();
state.canvas_instance_data_buffers.insert(state.current_buffer, db);
state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
// Batch start positions need to be aligned to the device's GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT.
// This needs to be called anytime a new batch is created.
void RasterizerCanvasGLES3::_align_instance_data_buffer(uint32_t &r_index) {
if (GLES3::Config::get_singleton()->uniform_buffer_offset_alignment > int(sizeof(InstanceData))) {
uint32_t offset = state.canvas_instance_batches[state.current_batch_index].start % GLES3::Config::get_singleton()->uniform_buffer_offset_alignment;
if (offset > 0) {
// uniform_buffer_offset_alignment can be 4, 16, 32, or 256. Our instance batches are 128 bytes.
// Accordingly, this branch is only triggered if we are 128 bytes off.
uint32_t offset_bytes = GLES3::Config::get_singleton()->uniform_buffer_offset_alignment - offset;
state.canvas_instance_batches[state.current_batch_index].start += offset_bytes;
// Offset the instance array so it stays in sync with batch start points.
// This creates gaps in the instance buffer with wasted space, but we can't help it.
r_index += offset_bytes / sizeof(InstanceData);
if (r_index > 0) {
// In this case we need to copy over the basic data.
state.instance_data_array[r_index] = state.instance_data_array[r_index - 1];
}
}
}
}
void RasterizerCanvasGLES3::set_time(double p_time) {
state.time = p_time;
}
RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
return singleton;
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
singleton = this;
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
polygon_buffers.last_id = 1;
// 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);
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, nullptr);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
{
//particle quad buffers
glGenBuffers(1, &data.particle_quad_vertices);
glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
{
//quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
const float qv[16] = {
-0.5, -0.5,
0.0, 0.0,
-0.5, 0.5,
0.0, 1.0,
0.5, 0.5,
1.0, 1.0,
0.5, -0.5,
1.0, 0.0
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &data.particle_quad_array);
glBindVertexArray(data.particle_quad_array);
glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
// 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, nullptr, 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);
}
int uniform_max_size = config->max_uniform_buffer_size;
if (uniform_max_size < 65536) {
data.max_lights_per_render = 64;
data.max_instances_per_batch = 128;
} else {
data.max_lights_per_render = 256;
data.max_instances_per_batch = 512;
}
// Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2
data.max_instances_per_ubo = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size")));
data.max_instance_buffer_size = data.max_instances_per_ubo * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb
state.canvas_instance_data_buffers.resize(3);
state.canvas_instance_batches.reserve(200);
for (int i = 0; i < 3; i++) {
GLuint new_buffers[3];
glGenBuffers(3, new_buffers);
// Batch UBO.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
// Light uniform buffer.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
// State buffer.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
DataBuffer db;
db.ubo = new_buffers[0];
db.light_ubo = new_buffers[1];
db.state_ubo = new_buffers[2];
db.last_frame_used = 0;
db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
state.canvas_instance_data_buffers[i] = db;
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
{
const uint32_t no_of_instances = data.max_instances_per_batch;
glGenVertexArrays(1, &data.indexed_quad_array);
glBindVertexArray(data.indexed_quad_array);
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
const uint32_t num_indices = 6;
const uint32_t quad_indices[num_indices] = { 0, 2, 1, 3, 2, 0 };
const uint32_t total_indices = no_of_instances * num_indices;
uint32_t *indices = new uint32_t[total_indices];
for (uint32_t i = 0; i < total_indices; i++) {
uint32_t quad = i / num_indices;
uint32_t quad_local = i % num_indices;
indices[i] = quad_indices[quad_local] + quad * num_indices;
}
glGenBuffers(1, &data.indexed_quad_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.indexed_quad_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * total_indices, indices, GL_STATIC_DRAW);
glBindVertexArray(0);
delete[] indices;
}
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
shadow_render.shader.initialize();
shadow_render.shader_version = shadow_render.shader.version_create();
{
default_canvas_group_shader = material_storage->shader_allocate();
material_storage->shader_initialize(default_canvas_group_shader);
material_storage->shader_set_code(default_canvas_group_shader, R"(
// Default CanvasGroup shader.
shader_type canvas_item;
void fragment() {
vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
if (c.a > 0.0001) {
c.rgb /= c.a;
}
COLOR *= c;
}
)");
default_canvas_group_material = material_storage->material_allocate();
material_storage->material_initialize(default_canvas_group_material);
material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
{
default_clip_children_shader = material_storage->shader_allocate();
material_storage->shader_initialize(default_clip_children_shader);
material_storage->shader_set_code(default_clip_children_shader, R"(
// Default clip children shader.
shader_type canvas_item;
void fragment() {
vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
COLOR.rgb = c.rgb;
}
)");
default_clip_children_material = material_storage->material_allocate();
material_storage->material_initialize(default_clip_children_material);
material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
}
default_canvas_texture = texture_storage->canvas_texture_allocate();
texture_storage->canvas_texture_initialize(default_canvas_texture);
state.time = 0.0;
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
singleton = nullptr;
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
shadow_render.shader.version_free(shadow_render.shader_version);
material_storage->material_free(default_canvas_group_material);
material_storage->shader_free(default_canvas_group_shader);
material_storage->material_free(default_clip_children_material);
material_storage->shader_free(default_clip_children_shader);
singleton = nullptr;
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
memdelete_arr(state.instance_data_array);
memdelete_arr(state.light_uniforms);
if (state.shadow_fb != 0) {
glDeleteFramebuffers(1, &state.shadow_fb);
glDeleteTextures(1, &state.shadow_texture);
glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
state.shadow_fb = 0;
state.shadow_texture = 0;
state.shadow_depth_buffer = 0;
}
}
#endif // GLES3_ENABLED