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authorJuan Linietsky <juan@godotengine.org>2018-12-18 17:40:28 -0300
committerJuan Linietsky <juan@godotengine.org>2018-12-18 17:50:35 -0300
commitbec76cfa19684cbfce3677044331805fd2a54d8b (patch)
treea54f497603d08a73a9f60a6a5bc3c2577687c342 /drivers
parent3c999ae1a1f897716041b45606a4506790da1e91 (diff)
Change how rects are drawn (and also will help batching eventually), to workaround problem in #9913
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp86
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp1
-rw-r--r--drivers/gles2/shaders/canvas.glsl5
3 files changed, 79 insertions, 13 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 9227c04e71..e6be0f57fc 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -350,7 +350,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
@@ -391,10 +390,86 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
+#if 1
+ //more compatible
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
+
+ if (state.canvas_shader.bind()) {
+ _set_uniforms();
+ state.canvas_shader.use_material((void *)p_material);
+ }
+
+ Size2 abs_size = r->rect.size.abs();
+ Vector2 points[4] = {
+ r->rect.position,
+ r->rect.position + Vector2(abs_size.x, 0.0),
+ r->rect.position + abs_size,
+ r->rect.position + Vector2(0.0, abs_size.y),
+ };
+
+ if (r->rect.size.x < 0) {
+ SWAP(points[0], points[1]);
+ SWAP(points[2], points[3]);
+ }
+ if (r->rect.size.y < 0) {
+ SWAP(points[0], points[3]);
+ SWAP(points[1], points[2]);
+ }
+
+ RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
+
+ if (texture) {
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+
+ Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
+
+ Vector2 uvs[4] = {
+ src_rect.position,
+ src_rect.position + Vector2(src_rect.size.x, 0.0),
+ src_rect.position + src_rect.size,
+ src_rect.position + Vector2(0.0, src_rect.size.y),
+ };
+
+ if (r->flags & CANVAS_RECT_FLIP_H) {
+ SWAP(uvs[0], uvs[1]);
+ SWAP(uvs[2], uvs[3]);
+ }
+ if (r->flags & CANVAS_RECT_FLIP_V) {
+ SWAP(uvs[0], uvs[3]);
+ SWAP(uvs[1], uvs[2]);
+ }
+
+ if (r->flags & CANVAS_RECT_TRANSPOSE) {
+ SWAP(uvs[1], uvs[3]);
+ }
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
+
+ bool untile = false;
+
+ if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ untile = true;
+ }
+
+ _draw_gui_primitive(4, points, NULL, uvs);
+
+ if (untile) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ } else {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
+ _draw_gui_primitive(4, points, NULL, NULL);
+ }
+
+#else
+ //disabled because it fails on buggy nvidia drivers
_bind_quad_buffer();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
+
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
@@ -469,7 +544,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
+#endif
} break;
case Item::Command::TYPE_NINEPATCH: {
@@ -477,7 +552,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
@@ -641,7 +715,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
@@ -672,7 +745,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true);
if (state.canvas_shader.bind()) {
_set_uniforms();
@@ -693,7 +765,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
@@ -726,7 +797,6 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true);
if (state.canvas_shader.bind()) {
_set_uniforms();
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index f49dbfeabb..68b547748d 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -397,7 +397,6 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re
ERR_FAIL_COND(!rt);
canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
- canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false);
canvas->state.canvas_shader.set_custom_shader(0);
canvas->state.canvas_shader.bind();
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 79d4eb2243..87a615ade1 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -72,11 +72,8 @@ void main() {
#else
vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
-#ifdef USE_UV_ATTRIBUTE
uv_interp = uv_attrib;
-#else
- uv_interp = vertex.xy;
-#endif
+
#endif