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authorlawnjelly <lawnjelly@gmail.com>2020-11-18 18:11:30 +0000
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-10-30 02:05:48 +0200
commite3491a37445014cc3527d6f2c1467063222b2dd8 (patch)
tree7f8250aee66fbc382040f0c843a91a5f85238d45 /drivers/gles2/rasterizer_canvas_base_gles2.cpp
parentd046817536a21358f9c51bf5b932d0a6615ee76a (diff)
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
Diffstat (limited to 'drivers/gles2/rasterizer_canvas_base_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_canvas_base_gles2.cpp1218
1 files changed, 1218 insertions, 0 deletions
diff --git a/drivers/gles2/rasterizer_canvas_base_gles2.cpp b/drivers/gles2/rasterizer_canvas_base_gles2.cpp
new file mode 100644
index 0000000000..44eeede757
--- /dev/null
+++ b/drivers/gles2/rasterizer_canvas_base_gles2.cpp
@@ -0,0 +1,1218 @@
+/*************************************************************************/
+/* rasterizer_canvas_base_gles2.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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_base_gles2.h"
+#ifdef GLES2_BACKEND_ENABLED
+
+#include "core/os/os.h"
+#include "drivers/gles_common/rasterizer_asserts.h"
+#include "rasterizer_scene_gles2.h"
+
+#ifdef GODOT_3
+#include "core/project_settings.h"
+#include "servers/visual/visual_server_raster.h"
+#else
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_server_default.h"
+#endif
+
+#ifndef GLES_OVER_GL
+#define glClearDepth glClearDepthf
+#endif
+
+RID RasterizerCanvasBaseGLES2::light_internal_create() {
+ return RID();
+}
+
+void RasterizerCanvasBaseGLES2::light_internal_update(RID p_rid, Light *p_light) {
+}
+
+void RasterizerCanvasBaseGLES2::light_internal_free(RID p_rid) {
+}
+
+void RasterizerCanvasBaseGLES2::canvas_begin() {
+ state.using_transparent_rt = false;
+
+ // always start with light_angle unset
+ state.using_light_angle = false;
+ state.using_large_vertex = false;
+ state.using_modulate = false;
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LIGHT_ANGLE, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_MODULATE, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LARGE_VERTEX, false);
+ state.canvas_shader.bind();
+
+ int viewport_x, viewport_y, viewport_width, viewport_height;
+
+ if (storage->frame.current_rt) {
+ storage->bind_framebuffer(storage->frame.current_rt->fbo);
+ state.using_transparent_rt = storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT];
+
+ if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ // set Viewport and Scissor when rendering directly to screen
+ viewport_width = storage->_dims.rt_width;
+ viewport_height = storage->_dims.rt_height;
+ viewport_x = storage->frame.current_rt->x;
+ // FTODO
+ // viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
+ viewport_y = storage->frame.current_rt->y;
+
+ // viewport_x = 0;
+ // viewport_y = 0;
+
+ glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
+ glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
+ glEnable(GL_SCISSOR_TEST);
+ }
+ }
+
+ // FTODO .. this was commented out to try and get the clear color correct
+ //#ifdef GODOT3
+ // OLD METHOD .. now done by render target rather than frame
+#if 0
+ if (storage->frame.clear_request) {
+ glClearColor(storage->frame.clear_request_color.r,
+ storage->frame.clear_request_color.g,
+ storage->frame.clear_request_color.b,
+ state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ storage->frame.clear_request = false;
+ }
+#endif
+
+ // NEW METHOD
+ if (storage->frame.current_rt && storage->frame.current_rt->clear_requested) {
+ const Color &col = storage->frame.current_rt->clear_color;
+ glClearColor(col.r, col.g, col.b, col.a);
+
+ // clear EVERYTHING.
+ // not clearing everything can be devastating on tiled renderers especially,
+ // because if anything is preserved, often the whole frame buffer needs to be preserved.
+ // Not sure if GL_ACCUM_BUFFER_BIT is needed or supported in GLES.
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ storage->frame.current_rt->clear_requested = false;
+ }
+
+ //#endif
+
+ /*
+ if (storage->frame.current_rt) {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glColorMask(1, 1, 1, 1);
+ }
+ */
+
+ reset_canvas();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, 1, 1, 1, 1);
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+
+ // set up default uniforms
+
+ Transform3D canvas_transform;
+
+ if (storage->frame.current_rt) {
+ float csy = 1.0;
+ // FTODO
+ // if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_VFLIP]) {
+ // csy = -1.0;
+ // }
+ canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
+ canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
+ } else {
+ // FTODO
+ // Vector2 ssize = OS::get_singleton()->get_window_size();
+ Vector2 ssize;
+ ssize.x = storage->_dims.win_width;
+ ssize.y = storage->_dims.win_height;
+
+ canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
+ canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
+ }
+
+ state.uniforms.projection_matrix = canvas_transform;
+
+ state.uniforms.final_modulate = Color(1, 1, 1, 1);
+
+ state.uniforms.modelview_matrix = Transform2D();
+ state.uniforms.extra_matrix = Transform2D();
+
+ _set_uniforms();
+ _bind_quad_buffer();
+}
+
+void RasterizerCanvasBaseGLES2::canvas_end() {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ for (int i = 0; i < GD_VS::ARRAY_MAX; i++) {
+ glDisableVertexAttribArray(i);
+ }
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ //reset viewport to full window size
+ // int viewport_width = OS::get_singleton()->get_window_size().width;
+ // int viewport_height = OS::get_singleton()->get_window_size().height;
+ int viewport_width = storage->_dims.win_width;
+ int viewport_height = storage->_dims.win_height;
+ glViewport(0, 0, viewport_width, viewport_height);
+ glScissor(0, 0, viewport_width, viewport_height);
+ }
+
+ state.using_texture_rect = false;
+ state.using_skeleton = false;
+ state.using_ninepatch = false;
+ state.using_transparent_rt = false;
+}
+
+void RasterizerCanvasBaseGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+void RasterizerCanvasBaseGLES2::_set_texture_rect_mode(bool p_texture_rect, bool p_light_angle, bool p_modulate, bool p_large_vertex) {
+ // always set this directly (this could be state checked)
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, p_texture_rect);
+
+ if (state.using_light_angle != p_light_angle) {
+ state.using_light_angle = p_light_angle;
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LIGHT_ANGLE, p_light_angle);
+ }
+
+ if (state.using_modulate != p_modulate) {
+ state.using_modulate = p_modulate;
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_MODULATE, p_modulate);
+ }
+
+ if (state.using_large_vertex != p_large_vertex) {
+ state.using_large_vertex = p_large_vertex;
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LARGE_VERTEX, p_large_vertex);
+ }
+}
+
+RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
+ RasterizerStorageGLES2::Texture *tex_return = NULL;
+
+ if (p_texture.is_valid()) {
+ RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
+
+ if (!texture) {
+ state.current_tex = RID();
+ state.current_tex_ptr = NULL;
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+
+ } else {
+ if (texture->redraw_if_visible) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ texture = texture->get_ptr();
+
+ if (texture->render_target) {
+ texture->render_target->used_in_frame = true;
+ }
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+
+ state.current_tex = p_texture;
+ state.current_tex_ptr = texture;
+
+ // new for Godot 4. Set the texture min mag filter and repeat per item
+ // we use a wrapper to avoid noop GL state changes
+ texture->GLSetFilter(GL_TEXTURE_2D, state.current_filter);
+
+ tex_return = texture;
+ }
+ } else {
+ state.current_tex = RID();
+ state.current_tex_ptr = NULL;
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ }
+
+ if (p_normal_map == state.current_normal) {
+ //do none
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
+
+ } else if (p_normal_map.is_valid()) {
+ RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
+
+ if (!normal_map) {
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
+
+ } else {
+ if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
+ RenderingServerDefault::redraw_request();
+ }
+
+ normal_map = normal_map->get_ptr();
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
+ state.current_normal = p_normal_map;
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
+ }
+
+ } else {
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
+ }
+
+ return tex_return;
+}
+
+/*
+void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *black_image) {
+ return;
+
+ // FTODO
+ int window_w = storage->_dims.rt_width;
+ int window_h = storage->_dims.rt_height;
+ //Vector2 window_size = Vector2(window_w, window_h);
+
+ // int window_h = window_size.height;
+ // int window_w = window_size.width;
+
+ // glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
+ // glViewport(0, 0, window_size.width, window_size.height);
+
+ canvas_begin();
+
+ if (black_image[SIDE_LEFT].is_valid()) {
+ _bind_canvas_texture(black_image[SIDE_LEFT], RID());
+ Size2 sz(storage->texture_get_width(black_image[SIDE_LEFT]), storage->texture_get_height(black_image[SIDE_LEFT]));
+ draw_generic_textured_rect(Rect2(0, 0, black_margin[SIDE_LEFT], window_h),
+ Rect2(0, 0, (float)black_margin[SIDE_LEFT] / sz.x, (float)(window_h) / sz.y));
+ } else if (black_margin[SIDE_LEFT]) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
+
+ draw_generic_textured_rect(Rect2(0, 0, black_margin[SIDE_LEFT], window_h), Rect2(0, 0, 1, 1));
+ }
+
+ if (black_image[SIDE_RIGHT].is_valid()) {
+ _bind_canvas_texture(black_image[SIDE_RIGHT], RID());
+ Size2 sz(storage->texture_get_width(black_image[SIDE_RIGHT]), storage->texture_get_height(black_image[SIDE_RIGHT]));
+ draw_generic_textured_rect(Rect2(window_w - black_margin[SIDE_RIGHT], 0, black_margin[SIDE_RIGHT], window_h),
+ Rect2(0, 0, (float)black_margin[SIDE_RIGHT] / sz.x, (float)window_h / sz.y));
+ } else if (black_margin[SIDE_RIGHT]) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
+
+ draw_generic_textured_rect(Rect2(window_w - black_margin[SIDE_RIGHT], 0, black_margin[SIDE_RIGHT], window_h), Rect2(0, 0, 1, 1));
+ }
+
+ if (black_image[SIDE_TOP].is_valid()) {
+ _bind_canvas_texture(black_image[SIDE_TOP], RID());
+
+ Size2 sz(storage->texture_get_width(black_image[SIDE_TOP]), storage->texture_get_height(black_image[SIDE_TOP]));
+ draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[SIDE_TOP]),
+ Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[SIDE_TOP] / sz.y));
+
+ } else if (black_margin[SIDE_TOP]) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
+
+ draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[SIDE_TOP]), Rect2(0, 0, 1, 1));
+ }
+
+ if (black_image[SIDE_BOTTOM].is_valid()) {
+ _bind_canvas_texture(black_image[SIDE_BOTTOM], RID());
+
+ Size2 sz(storage->texture_get_width(black_image[SIDE_BOTTOM]), storage->texture_get_height(black_image[SIDE_BOTTOM]));
+ draw_generic_textured_rect(Rect2(0, window_h - black_margin[SIDE_BOTTOM], window_w, black_margin[SIDE_BOTTOM]),
+ Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[SIDE_BOTTOM] / sz.y));
+
+ } else if (black_margin[SIDE_BOTTOM]) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
+
+ draw_generic_textured_rect(Rect2(0, window_h - black_margin[SIDE_BOTTOM], window_w, black_margin[SIDE_BOTTOM]), Rect2(0, 0, 1, 1));
+ }
+
+ canvas_end();
+}
+*/
+
+void RasterizerCanvasBaseGLES2::_bind_quad_buffer() {
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
+ glEnableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
+}
+
+void RasterizerCanvasBaseGLES2::_set_uniforms() {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
+
+ if (storage->frame.current_rt) {
+ Vector2 screen_pixel_size;
+ screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
+ screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
+ }
+
+ if (state.using_skeleton) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
+ }
+
+ if (state.using_light) {
+ Light *light = state.using_light;
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
+ Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
+ basis_inverse.elements[2] = Vector2();
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
+ // state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
+ // FTODO
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_xform.elements[2]);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
+
+ // FTODO
+ //state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == GD_VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, 0.0f);
+
+ if (state.using_shadow) {
+ // FTODO
+#if 0
+ RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_2D, cls->distance);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
+ if (light->radius_cache == 0) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
+ } else {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
+ }
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
+#endif
+ }
+ }
+}
+
+void RasterizerCanvasBaseGLES2::reset_canvas() {
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glEnable(GL_BLEND);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ // bind the back buffer to a texture so shaders can use it.
+ // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
+ // keeping this for now as there's nothing else that uses texture unit 2
+ // TODO ^
+ if (storage->frame.current_rt) {
+ // glActiveTexture(GL_TEXTURE0 + 2);
+ // glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+}
+
+void RasterizerCanvasBaseGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
+}
+
+void RasterizerCanvasBaseGLES2::_copy_texscreen(const Rect2 &p_rect) {
+ state.canvas_texscreen_used = true;
+
+ _copy_screen(p_rect);
+
+ // back to canvas, force rebind
+ state.using_texture_rect = false;
+ state.canvas_shader.bind();
+ _bind_canvas_texture(state.current_tex, state.current_normal);
+ _set_uniforms();
+}
+
+void RasterizerCanvasBaseGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+
+ uint32_t buffer_ofs = 0;
+ uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
+#endif
+
+ storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
+
+ glEnableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
+ buffer_ofs = buffer_ofs_after;
+
+ if (p_singlecolor) {
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ Color m = *p_colors;
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+ } else if (!p_colors) {
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, 1, 1, 1, 1);
+ } else {
+ RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
+ glEnableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glVertexAttribPointer(GD_VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs = buffer_ofs_after;
+ }
+
+ if (p_uvs) {
+ RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
+ glEnableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ glVertexAttribPointer(GD_VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs = buffer_ofs_after;
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ }
+
+ if (p_weights && p_bones) {
+ RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights, buffer_ofs_after));
+ glEnableVertexAttribArray(GD_VS::ARRAY_WEIGHTS);
+ glVertexAttribPointer(GD_VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs = buffer_ofs_after;
+
+ RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones, buffer_ofs_after));
+ glEnableVertexAttribArray(GD_VS::ARRAY_BONES);
+ glVertexAttribPointer(GD_VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs = buffer_ofs_after;
+
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_WEIGHTS);
+ glDisableVertexAttribArray(GD_VS::ARRAY_BONES);
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
+
+ if (storage->config.support_32_bits_indices) { //should check for
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
+#endif
+ storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
+
+ glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
+ storage->info.render._2d_draw_call_count++;
+ } else {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND((sizeof(uint16_t) * p_index_count) > data.polygon_index_buffer_size);
+#endif
+ uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
+ for (int i = 0; i < p_index_count; i++) {
+ index16[i] = uint16_t(p_indices[i]);
+ }
+ storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(uint16_t) * p_index_count, index16, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
+ glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
+ storage->info.render._2d_draw_call_count++;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+}
+
+void RasterizerCanvasBaseGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+
+ uint32_t buffer_ofs = 0;
+ uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
+#endif
+ storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
+
+ glEnableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
+ buffer_ofs = buffer_ofs_after;
+
+ if (p_singlecolor) {
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ Color m = *p_colors;
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+ } else if (!p_colors) {
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, 1, 1, 1, 1);
+ } else {
+ RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
+ glEnableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glVertexAttribPointer(GD_VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs = buffer_ofs_after;
+ }
+
+ if (p_uvs) {
+ RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
+ glEnableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ glVertexAttribPointer(GD_VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs = buffer_ofs_after;
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ }
+
+ glDrawArrays(p_primitive, 0, p_vertex_count);
+ storage->info.render._2d_draw_call_count++;
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void RasterizerCanvasBaseGLES2::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+
+ uint32_t buffer_ofs = 0;
+ uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
+#endif
+ storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
+
+ glEnableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
+ buffer_ofs = buffer_ofs_after;
+
+ if (p_singlecolor) {
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ Color m = *p_colors;
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+ } else if (!p_colors) {
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, 1, 1, 1, 1);
+ } else {
+ RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
+ glEnableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glVertexAttribPointer(GD_VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs = buffer_ofs_after;
+ }
+
+ if (p_uvs) {
+ RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
+ glEnableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ glVertexAttribPointer(GD_VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs = buffer_ofs_after;
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ }
+
+#ifdef RASTERIZER_EXTRA_CHECKS
+ // very slow, do not enable in normal use
+ for (int n = 0; n < p_index_count; n++) {
+ RAST_DEV_DEBUG_ASSERT(p_indices[n] < p_vertex_count);
+ }
+#endif
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
+
+ if (storage->config.support_32_bits_indices) { //should check for
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
+#endif
+ storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
+ glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
+ storage->info.render._2d_draw_call_count++;
+ } else {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND((sizeof(uint16_t) * p_index_count) > data.polygon_index_buffer_size);
+#endif
+ uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
+ for (int i = 0; i < p_index_count; i++) {
+ index16[i] = uint16_t(p_indices[i]);
+ }
+ storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(uint16_t) * p_index_count, index16, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
+ glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0);
+ storage->info.render._2d_draw_call_count++;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+}
+
+void RasterizerCanvasBaseGLES2::_legacy_draw_poly_triangles(Item::CommandPolygon *p_poly, RasterizerStorageGLES2::Material *p_material) {
+ // return;
+
+ const PolyData &pd = _polydata[p_poly->polygon.polygon_id];
+
+ _set_texture_rect_mode(false);
+
+ if (state.canvas_shader.bind()) {
+ _set_uniforms();
+ state.canvas_shader.use_material((void *)p_material);
+ }
+
+ // FTODO
+ //RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
+ RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(p_poly->texture, RID());
+
+ if (texture) {
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ }
+
+ _draw_polygon(pd.indices.ptr(), pd.indices.size(), pd.points.size(), pd.points.ptr(), pd.uvs.ptr(), pd.colors.ptr(), pd.colors.size() == 1, nullptr, nullptr);
+
+// _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
+#ifdef GLES_OVER_GL
+#if 0
+ if (polygon->antialiased) {
+ glEnable(GL_LINE_SMOOTH);
+ if (polygon->antialiasing_use_indices) {
+ _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
+ } else {
+ _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
+ }
+ glDisable(GL_LINE_SMOOTH);
+ }
+#endif
+#endif
+}
+
+void RasterizerCanvasBaseGLES2::_legacy_draw_primitive(Item::CommandPrimitive *p_pr, RasterizerStorageGLES2::Material *p_material) {
+ // return;
+
+ if (p_pr->point_count != 4)
+ return; // not sure if supported
+
+ _set_texture_rect_mode(false);
+
+ if (state.canvas_shader.bind()) {
+ _set_uniforms();
+ state.canvas_shader.use_material((void *)p_material);
+ }
+
+ _bind_canvas_texture(RID(), RID());
+
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glVertexAttrib4fv(GD_VS::ARRAY_COLOR, p_pr->colors[0].components);
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
+
+ _draw_gui_primitive(p_pr->point_count, p_pr->points, NULL, NULL);
+}
+
+void RasterizerCanvasBaseGLES2::_legacy_draw_line(Item::CommandPrimitive *p_pr, RasterizerStorageGLES2::Material *p_material) {
+ _set_texture_rect_mode(false);
+
+ if (state.canvas_shader.bind()) {
+ _set_uniforms();
+ state.canvas_shader.use_material((void *)p_material);
+ }
+
+ _bind_canvas_texture(RID(), RID());
+
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glVertexAttrib4fv(GD_VS::ARRAY_COLOR, p_pr->colors[0].components);
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
+
+#ifdef GLES_OVER_GL
+// if (line->antialiased)
+// glEnable(GL_LINE_SMOOTH);
+#endif
+ _draw_gui_primitive(2, p_pr->points, NULL, NULL);
+
+#ifdef GLES_OVER_GL
+// if (line->antialiased)
+// glDisable(GL_LINE_SMOOTH);
+#endif
+}
+
+void RasterizerCanvasBaseGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles) {
+ static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
+
+ int color_offset = 0;
+ int uv_offset = 0;
+ int light_angle_offset = 0;
+ int stride = 2;
+
+ if (p_colors) {
+ color_offset = stride;
+ stride += 4;
+ }
+
+ if (p_uvs) {
+ uv_offset = stride;
+ stride += 2;
+ }
+
+ if (p_light_angles) { //light_angles
+ light_angle_offset = stride;
+ stride += 1;
+ }
+
+ RAST_DEV_DEBUG_ASSERT(p_points <= 4);
+ float buffer_data[(2 + 2 + 4 + 1) * 4];
+
+ for (int i = 0; i < p_points; i++) {
+ buffer_data[stride * i + 0] = p_vertices[i].x;
+ buffer_data[stride * i + 1] = p_vertices[i].y;
+ }
+
+ if (p_colors) {
+ for (int i = 0; i < p_points; i++) {
+ buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
+ buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
+ buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
+ buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
+ }
+ }
+
+ if (p_uvs) {
+ for (int i = 0; i < p_points; i++) {
+ buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
+ buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
+ }
+ }
+
+ if (p_light_angles) {
+ for (int i = 0; i < p_points; i++) {
+ buffer_data[stride * i + light_angle_offset + 0] = p_light_angles[i];
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+ storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, p_points * stride * 4 * sizeof(float), buffer_data, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
+
+ glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
+
+ if (p_colors) {
+ glVertexAttribPointer(GD_VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
+ glEnableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ }
+
+ if (p_uvs) {
+ glVertexAttribPointer(GD_VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
+ glEnableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ }
+
+ if (p_light_angles) {
+ glVertexAttribPointer(GD_VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(light_angle_offset * sizeof(float)));
+ glEnableVertexAttribArray(GD_VS::ARRAY_TANGENT);
+ }
+
+ glDrawArrays(prim[p_points], 0, p_points);
+ storage->info.render._2d_draw_call_count++;
+
+ if (p_light_angles) {
+ // may not be needed
+ glDisableVertexAttribArray(GD_VS::ARRAY_TANGENT);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void RasterizerCanvasBaseGLES2::_copy_screen(const Rect2 &p_rect) {
+ if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen.");
+ return;
+ }
+
+ ERR_FAIL_COND_MSG(storage->frame.current_rt->copy_screen_effect.color == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
+
+ glDisable(GL_BLEND);
+
+ Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
+
+ if (p_rect != Rect2()) {
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
+ }
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
+
+ storage->bind_framebuffer(storage->frame.current_rt->copy_screen_effect.fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
+
+ const Vector2 vertpos[4] = {
+ Vector2(-1, -1),
+ Vector2(-1, 1),
+ Vector2(1, 1),
+ Vector2(1, -1),
+ };
+
+ const Vector2 uvpos[4] = {
+ Vector2(0, 0),
+ Vector2(0, 1),
+ Vector2(1, 1),
+ Vector2(1, 0)
+ };
+
+ const int indexpos[6] = {
+ 0, 1, 2,
+ 2, 3, 0
+ };
+
+ _draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
+
+ storage->bind_framebuffer(storage->frame.current_rt->fbo);
+ glEnable(GL_BLEND);
+}
+
+void RasterizerCanvasBaseGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
+#if 0
+ RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
+ ERR_FAIL_COND(!cls);
+
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glDisable(GL_CULL_FACE);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(true);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
+ state.canvas_shadow_shader.bind();
+
+ glViewport(0, 0, cls->size, cls->height);
+ glClearDepth(1.0f);
+ glClearColor(1, 1, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ GD_VS::CanvasOccluderPolygonCullMode cull = GD_VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ for (int i = 0; i < 4; i++) {
+ //make sure it remains orthogonal, makes easy to read angle later
+
+ Transform3D light;
+ light.origin[0] = p_light_xform[2][0];
+ light.origin[1] = p_light_xform[2][1];
+ light.basis[0][0] = p_light_xform[0][0];
+ light.basis[0][1] = p_light_xform[1][0];
+ light.basis[1][0] = p_light_xform[0][1];
+ light.basis[1][1] = p_light_xform[1][1];
+
+ //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
+
+ //p_near=1;
+ CameraMatrix projection;
+ {
+ real_t fov = 90;
+ real_t nearp = p_near;
+ real_t farp = p_far;
+ real_t aspect = 1.0;
+
+ real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
+ real_t ymin = -ymax;
+ real_t xmin = ymin * aspect;
+ real_t xmax = ymax * aspect;
+
+ projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
+ }
+
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
+ projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
+
+ if (i == 0)
+ *p_xform_cache = projection;
+
+ glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
+ if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
+
+ GD_VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
+
+ if (transformed_cull_cache != GD_VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
+ (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
+ transformed_cull_cache =
+ transformed_cull_cache == GD_VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
+ GD_VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
+ GD_VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
+ }
+
+ if (cull != transformed_cull_cache) {
+ cull = transformed_cull_cache;
+ switch (cull) {
+ case GD_VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
+ glDisable(GL_CULL_FACE);
+
+ } break;
+ case GD_VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ } break;
+ case GD_VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ } break;
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
+ glEnableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
+
+ glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#endif
+}
+
+void RasterizerCanvasBaseGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
+ Vector2 half_size;
+ if (storage->frame.current_rt) {
+ half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
+ } else {
+ // half_size = OS::get_singleton()->get_window_size();
+ half_size = Vector2(storage->_dims.win_width, storage->_dims.win_height);
+ }
+ half_size *= 0.5;
+ Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
+ Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
+
+ float aspect_ratio = p_rect.size.x / p_rect.size.y;
+
+ // setup our lens shader
+ state.lens_shader.bind();
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
+ state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
+
+ // bind our quad buffer
+ _bind_quad_buffer();
+
+ // and draw
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ // and cleanup
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ for (int i = 0; i < GD_VS::ARRAY_MAX; i++) {
+ glDisableVertexAttribArray(i);
+ }
+}
+
+void RasterizerCanvasBaseGLES2::initialize() {
+ bool flag_stream = false;
+ //flag_stream = GLOBAL_GET("rendering/options/api_usage_legacy/flag_stream");
+ if (flag_stream)
+ _buffer_upload_usage_flag = GL_STREAM_DRAW;
+ else
+ _buffer_upload_usage_flag = GL_DYNAMIC_DRAW;
+
+ // quad buffer
+ {
+ glGenBuffers(1, &data.canvas_quad_vertices);
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
+
+ const float qv[8] = {
+ 0, 0,
+ 0, 1,
+ 1, 1,
+ 1, 0
+ };
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ // polygon buffer
+ {
+ uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
+ poly_size = MAX(poly_size, 128); // minimum 2k, may still see anomalies in editor
+ poly_size *= 1024;
+ glGenBuffers(1, &data.polygon_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+ glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
+
+ data.polygon_buffer_size = poly_size;
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
+ index_size = MAX(index_size, 128);
+ index_size *= 1024; // kb
+ glGenBuffers(1, &data.polygon_index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ data.polygon_index_buffer_size = index_size;
+ }
+
+ // ninepatch buffers
+ {
+ // array buffer
+ glGenBuffers(1, &data.ninepatch_vertices);
+ glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ // element buffer
+ glGenBuffers(1, &data.ninepatch_elements);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
+
+#define _EIDX(y, x) (y * 4 + x)
+ uint8_t elems[3 * 2 * 9] = {
+ // first row
+
+ _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
+ _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
+
+ _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
+ _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
+
+ _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
+ _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
+
+ // second row
+
+ _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
+ _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
+
+ // the center one would be here, but we'll put it at the end
+ // so it's easier to disable the center and be able to use
+ // one draw call for both
+
+ _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
+ _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
+
+ // third row
+
+ _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
+ _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
+
+ _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
+ _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
+
+ _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
+ _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
+
+ // center field
+
+ _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
+ _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
+ };
+#undef _EIDX
+
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ state.canvas_shadow_shader.init();
+
+ state.canvas_shader.init();
+
+ _set_texture_rect_mode(true);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
+
+ state.canvas_shader.bind();
+
+ state.lens_shader.init();
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
+
+ state.using_light = NULL;
+ state.using_transparent_rt = false;
+ state.using_skeleton = false;
+}
+
+RendererCanvasRender::PolygonID RasterizerCanvasBaseGLES2::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) {
+ uint32_t id = _polydata.alloc();
+ PolyData &pd = _polydata[id];
+ pd.indices = p_indices;
+ pd.points = p_points;
+ pd.colors = p_colors;
+ pd.uvs = p_uvs;
+ return id;
+}
+void RasterizerCanvasBaseGLES2::free_polygon(PolygonID p_polygon) {
+ _polydata.free(p_polygon);
+}
+
+void RasterizerCanvasBaseGLES2::finalize() {
+}
+
+RasterizerCanvasBaseGLES2::RasterizerCanvasBaseGLES2() {
+}
+
+#endif