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authorJuan Linietsky <juan@godotengine.org>2018-02-21 09:38:21 -0300
committerJuan Linietsky <juan@godotengine.org>2018-02-21 09:39:09 -0300
commit9e3a1e5401f9f807085547de0ecc3f527610daa4 (patch)
treeac58cd4f27e9dfe8ed550dfce9bfc442f29cd05a /drivers/gles3
parent1c77fdcc8516cf2f0c5083d4840a684b9ad90958 (diff)
Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp40
1 files changed, 40 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 96fa800206..d4b6c8577e 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -450,6 +450,16 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v
storage->frame.canvas_draw_commands++;
}
+static const GLenum gl_primitive[] = {
+ GL_POINTS,
+ GL_LINES,
+ GL_LINE_STRIP,
+ GL_LINE_LOOP,
+ GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN
+};
+
void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
int cc = p_item->commands.size();
@@ -735,6 +745,36 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
#endif
} break;
+ case Item::Command::TYPE_MESH: {
+
+ Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
+ _set_texture_rect_mode(false);
+
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
+
+ if (texture) {
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ }
+
+ RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
+ if (mesh_data) {
+
+ for (int j = 0; j < mesh_data->surfaces.size(); j++) {
+ RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
+ // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
+ glBindVertexArray(s->array_id);
+
+ if (s->index_array_len) {
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ }
+
+ glBindVertexArray(0);
+ }
+ }
+ } break;
case Item::Command::TYPE_PARTICLES: {
Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);