diff options
-rw-r--r-- | doc/classes/ColorPicker.xml | 10 | ||||
-rw-r--r-- | doc/classes/ColorPickerButton.xml | 6 | ||||
-rw-r--r-- | doc/classes/ColorRect.xml | 8 | ||||
-rw-r--r-- | doc/classes/Control.xml | 63 | ||||
-rw-r--r-- | doc/classes/ItemList.xml | 18 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 947 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.h | 46 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 11 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 4 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 14 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 1 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 33 | ||||
-rw-r--r-- | platform/android/detect.py | 2 | ||||
-rw-r--r-- | scene/gui/item_list.cpp | 3 | ||||
-rw-r--r-- | scene/resources/physics_material.h | 2 |
15 files changed, 664 insertions, 504 deletions
diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index 232357f822..4d52eacba8 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -4,7 +4,7 @@ Color picker control. </brief_description> <description> - This is a simple color picker [Control]. It's useful for selecting a color from an RGB/RGBA colorspace. + [Control] node displaying a color picker widget. It's useful for selecting a color from an RGB/RGBA colorspace. </description> <tutorials> </tutorials> @@ -17,7 +17,7 @@ <argument index="0" name="color" type="Color"> </argument> <description> - Adds the current selected to color to a list of colors (presets), the presets will be displayed in the color picker and the user will be able to select them, notice that the presets list is only for this color picker. + Adds the given color to a list of color presets. The presets are displayed in the color picker and the user will be able to select them. Note: the presets list is only for [i]this[/i] color picker. </description> </method> </methods> @@ -26,13 +26,13 @@ The currently selected color. </member> <member name="deferred_mode" type="bool" setter="set_deferred_mode" getter="is_deferred_mode"> - If [code]true[/code], the color will apply only after user releases mouse button, otherwise it will apply immediatly even in mouse motion event (which can cause performance issues). + If [code]true[/code] the color will apply only after the user releases the mouse button, otherwise it will apply immediatly even in mouse motion event (which can cause performance issues). </member> <member name="edit_alpha" type="bool" setter="set_edit_alpha" getter="is_editing_alpha"> - If [code]true[/code], shows an alpha channel slider (transparency). + If [code]true[/code] shows an alpha channel slider (transparency). </member> <member name="raw_mode" type="bool" setter="set_raw_mode" getter="is_raw_mode"> - If [code]true[/code], allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR). + If [code]true[/code] allows the color R, G, B component values to go beyond 1.0, which can be used for certain special operations that require it (like tinting without darkening or rendering sprites in HDR). </member> </members> <signals> diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml index d049e936a8..6ac2911c11 100644 --- a/doc/classes/ColorPickerButton.xml +++ b/doc/classes/ColorPickerButton.xml @@ -4,7 +4,7 @@ Button that pops out a [ColorPicker]. </brief_description> <description> - Encapsulates a [ColorPicker] making it accesible by pressing a button, pressing the button will toggle the [ColorPicker] visibility + Encapsulates a [ColorPicker] making it accesible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility. </description> <tutorials> </tutorials> @@ -15,14 +15,14 @@ <return type="ColorPicker"> </return> <description> - Returns the [code]ColorPicker[/code] that this [code]ColorPickerButton[/code] toggles. + Returns the [ColorPicker] that this node toggles. </description> </method> <method name="get_popup"> <return type="PopupPanel"> </return> <description> - Returns the control's [PopupPanel] which allows you to connect to Popup Signals. This allows you to handle events when the ColorPicker is shown or hidden. + Returns the control's [PopupPanel] which allows you to connect to popup signals. This allows you to handle events when the ColorPicker is shown or hidden. </description> </method> </methods> diff --git a/doc/classes/ColorRect.xml b/doc/classes/ColorRect.xml index 69a70cfa39..e1bffb719e 100644 --- a/doc/classes/ColorRect.xml +++ b/doc/classes/ColorRect.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ColorRect" inherits="Control" category="Core" version="3.1"> <brief_description> - Colored rect for canvas. + Colored rectangle. </brief_description> <description> - An object that is represented on the canvas as a rect with color. [Color] is used to set or get color info for the rect. + Displays a colored rectangle. </description> <tutorials> </tutorials> @@ -14,9 +14,9 @@ </methods> <members> <member name="color" type="Color" setter="set_frame_color" getter="get_frame_color"> - The color to fill the [code]ColorRect[/code]. + The fill color. [codeblock] - $ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect node's color to red + $ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red. [/codeblock] </member> </members> diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index d11b369e68..2efb529f31 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Control" inherits="CanvasItem" category="Core" version="3.1"> <brief_description> - All User Interface nodes inherit from Control. Features anchors and margins to adapt its position and size to its parent. + All User Interface nodes inherit from Control. A control's anchors and margins adapt its position and size relative to its parent. </brief_description> <description> Base class for all User Interface or [i]UI[/i] related nodes. [code]Control[/code] features a bounding rectangle that defines its extents, an anchor position relative to its parent and margins that represent an offset to the anchor. The margins update automatically when the node, any of its parents, or the screen size change. @@ -23,7 +23,7 @@ <return type="Vector2"> </return> <description> - Returns the minimum size this Control can shrink to. The node can never be smaller than this minimum size. + Returns the minimum size for this control. See [member rect_min_size]. </description> </method> <method name="_gui_input" qualifiers="virtual"> @@ -129,7 +129,7 @@ This method should only be used to test the data. Process the data in [method drop_data]. [codeblock] extends Control - + func can_drop_data(position, data): # check position if it is relevant to you # otherwise just check data @@ -148,10 +148,10 @@ Godot calls this method to pass you the [code]data[/code] from a control's [method get_drag_data] result. Godot first calls [method can_drop_data] to test if [code]data[/code] is allowed to drop at [code]position[/code] where [code]position[/code] is local to this control. [codeblock] extends ColorRect - + func can_drop_data(position, data): return typeof(data) == TYPE_DICTIONARY and data.has('color') - + func drop_data(position, data): color = data['color'] [/codeblock] @@ -173,6 +173,7 @@ <return type="Vector2"> </return> <description> + Returns [member margin_left] and [member margin_top]. See also [member rect_position]. </description> </method> <method name="get_color" qualifiers="const"> @@ -207,7 +208,7 @@ <argument index="0" name="position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> - Returns the mouse cursor shape the control displays on mouse hover, one of the [code]CURSOR_*[/code] constants. + Returns the mouse cursor shape the control displays on mouse hover. See [enum CursorShape]. </description> </method> <method name="get_drag_data" qualifiers="virtual"> @@ -220,7 +221,7 @@ A preview that will follow the mouse that should represent the data can be set with [method set_drag_preview]. A good time to set the preview is in this method. [codeblock] extends Control - + func get_drag_data(position): var mydata = make_data() set_drag_preview(make_preview(mydata)) @@ -232,14 +233,14 @@ <return type="Vector2"> </return> <description> - Returns MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [method set_margin]). + Returns [member margin_right] and [member margin_bottom]. </description> </method> <method name="get_focus_owner" qualifiers="const"> <return type="Control"> </return> <description> - Return which control is owning the keyboard focus, or null if no one. + Returns the control that has the keyboard focus or [code]null[/code] if none. </description> </method> <method name="get_font" qualifiers="const"> @@ -256,7 +257,7 @@ <return type="Rect2"> </return> <description> - Return position and size of the Control, relative to the top-left corner of the [i]window[/i] Control. This is a helper (see [method get_global_position], [method get_size]). + Returns the position and size of the control relative to the top-left corner of the screen. See [member rect_position] and [member rect_size]. </description> </method> <method name="get_icon" qualifiers="const"> @@ -273,33 +274,35 @@ <return type="Vector2"> </return> <description> - Return the minimum size this Control can shrink to. A control will never be displayed or resized smaller than its minimum size. + Returns the minimum size for this control. See [member rect_min_size]. </description> </method> <method name="get_parent_area_size" qualifiers="const"> <return type="Vector2"> </return> <description> + Returns the width/height occupied in the parent control. </description> </method> <method name="get_parent_control" qualifiers="const"> <return type="Control"> </return> <description> + Returns the parent control node. </description> </method> <method name="get_rect" qualifiers="const"> <return type="Rect2"> </return> <description> - Return position and size of the Control, relative to the top-left corner of the parent Control. This is a helper (see [method get_position], [method get_size]). + Returns the position and size of the control relative to the top-left corner of the parent Control. See [member rect_position] and [member rect_size]. </description> </method> <method name="get_rotation" qualifiers="const"> <return type="float"> </return> <description> - Return the rotation (in radians) + Returns the rotation (in radians). </description> </method> <method name="get_stylebox" qualifiers="const"> @@ -318,7 +321,7 @@ <argument index="0" name="at_position" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> - Return the tooltip, which will appear when the cursor is resting over this control. + Returns the tooltip, which will appear when the cursor is resting over this control. </description> </method> <method name="grab_click_focus"> @@ -374,7 +377,7 @@ <return type="bool"> </return> <description> - Return whether the Control is the current focused control (see [method set_focus_mode]). + Returns [code]true[/code] if this is the current focused control. See [member focus_mode]. </description> </method> <method name="has_font" qualifiers="const"> @@ -457,7 +460,7 @@ <return type="void"> </return> <description> - Give up the focus, no other control will be able to receive keyboard input. + Give up the focus. No other control will be able to receive keyboard input. </description> </method> <method name="set_anchor"> @@ -516,7 +519,7 @@ <argument index="0" name="position" type="Vector2"> </argument> <description> - Sets MARGIN_LEFT and MARGIN_TOP at the same time. This is a helper (see [method set_margin]). + Sets [member margin_left] and [member margin_top] at the same time. </description> </method> <method name="set_drag_forwarding"> @@ -534,15 +537,15 @@ extends Control func _ready(): set_drag_forwarding(target_control) - + # TargetControl.gd extends Control func can_drop_data_fw(position, data, from_control): return true - + func drop_data_fw(position, data, from_control): my_handle_data(data) - + func get_drag_data_fw(position, from_control): set_drag_preview(my_preview) return my_data() @@ -564,7 +567,7 @@ <argument index="0" name="position" type="Vector2"> </argument> <description> - Sets MARGIN_RIGHT and MARGIN_BOTTOM at the same time. This is a helper (see [method set_margin]). + Sets [member margin_right] and [member margin_bottom] at the same time. </description> </method> <method name="set_margins_preset"> @@ -585,7 +588,7 @@ <argument index="0" name="radians" type="float"> </argument> <description> - Set the rotation (in radians). + Sets the rotation (in radians). </description> </method> <method name="show_modal"> @@ -594,7 +597,7 @@ <argument index="0" name="exclusive" type="bool" default="false"> </argument> <description> - Display a Control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus. + Displays a control as modal. Control must be a subwindow. Modal controls capture the input signals until closed or the area outside them is accessed. When a modal control loses focus, or the ESC key is pressed, they automatically hide. Modal controls are used extensively for popup dialogs and menus. </description> </method> <method name="warp_mouse"> @@ -753,22 +756,22 @@ </signals> <constants> <constant name="FOCUS_NONE" value="0" enum="FocusMode"> - The node cannot grab focus. Use with [member set_focus_mode]. + The node cannot grab focus. Use with [member focus_mode]. </constant> <constant name="FOCUS_CLICK" value="1" enum="FocusMode"> - The node can only grab focus on mouse clicks. Use with [member set_focus_mode]. + The node can only grab focus on mouse clicks. Use with [member focus_mode]. </constant> <constant name="FOCUS_ALL" value="2" enum="FocusMode"> - The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with [member set_focus_mode]. + The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with [member focus_mode]. </constant> <constant name="NOTIFICATION_RESIZED" value="40"> Sent when the node changes size. Use [member rect_size] to get the new size. </constant> <constant name="NOTIFICATION_MOUSE_ENTER" value="41"> - Sent when the mouse pointer enters the node's [code]Rect[/code] area. + Sent when the mouse pointer enters the node. </constant> <constant name="NOTIFICATION_MOUSE_EXIT" value="42"> - Sent when the mouse pointer exits the node's [code]Rect[/code] area. + Sent when the mouse pointer exits the node. </constant> <constant name="NOTIFICATION_FOCUS_ENTER" value="43"> Sent when the node grabs focus. @@ -777,7 +780,7 @@ Sent when the node loses focus. </constant> <constant name="NOTIFICATION_THEME_CHANGED" value="45"> - Sent when the node's [member theme] changes, right before Godot redraws the [code]Control[/code]. Happens when you call one of the [code]add_*_override[/code] + Sent when the node's [member theme] changes, right before Godot redraws the control. Happens when you call one of the [code]add_*_override[/code] </constant> <constant name="NOTIFICATION_MODAL_CLOSE" value="46"> Sent when an open modal dialog closes. See [member show_modal]. @@ -903,7 +906,7 @@ Sets the node's size flags to both fill and expand. See the 2 constants above for more information. </constant> <constant name="SIZE_SHRINK_CENTER" value="4" enum="SizeFlags"> - Tells the parent [Container] to center the node in itself. It centers the [code]Control[/code] based on its bounding box, so it doesn't work with the fill or expand size flags. Use with [member size_flags_horizontal] and [member size_flags_vertical]. + Tells the parent [Container] to center the node in itself. It centers the control based on its bounding box, so it doesn't work with the fill or expand size flags. Use with [member size_flags_horizontal] and [member size_flags_vertical]. </constant> <constant name="SIZE_SHRINK_END" value="8" enum="SizeFlags"> Tells the parent [Container] to align the node with its end, either the bottom or the right edge. It doesn't work with the fill or expand size flags. Use with [member size_flags_horizontal] and [member size_flags_vertical]. diff --git a/doc/classes/ItemList.xml b/doc/classes/ItemList.xml index 48ca0ddc01..4723cf8ee4 100644 --- a/doc/classes/ItemList.xml +++ b/doc/classes/ItemList.xml @@ -77,6 +77,14 @@ <description> </description> </method> + <method name="get_item_custom_fg_color" qualifiers="const"> + <return type="Color"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <description> + </description> + </method> <method name="get_item_icon" qualifiers="const"> <return type="Texture"> </return> @@ -227,6 +235,16 @@ <description> </description> </method> + <method name="set_item_custom_fg_color"> + <return type="void"> + </return> + <argument index="0" name="idx" type="int"> + </argument> + <argument index="1" name="custom_fg_color" type="Color"> + </argument> + <description> + </description> + </method> <method name="set_item_disabled"> <return type="void"> </return> diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index d6fbf04353..f7b49c627d 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -64,9 +64,13 @@ void RasterizerCanvasGLES2::_set_uniforms() { state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); } + + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, state.uniforms.texpixel_size); } void RasterizerCanvasGLES2::canvas_begin() { + data.primitive = GL_TRIANGLES; + data.texture = GL_NONE; state.canvas_shader.bind(); if (storage->frame.current_rt) { @@ -95,6 +99,7 @@ void RasterizerCanvasGLES2::canvas_begin() { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + data.texture = storage->resources.white_tex; glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); glDisableVertexAttribArray(VS::ARRAY_COLOR); @@ -125,7 +130,7 @@ void RasterizerCanvasGLES2::canvas_begin() { state.uniforms.extra_matrix = Transform2D(); _set_uniforms(); - _bind_quad_buffer(); + state.prev_uniforms = state.uniforms; } void RasterizerCanvasGLES2::canvas_end() { @@ -143,6 +148,7 @@ void RasterizerCanvasGLES2::canvas_end() { RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { RasterizerStorageGLES2::Texture *tex_return = NULL; + GLuint newtexid; if (p_texture.is_valid()) { @@ -152,8 +158,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con state.current_tex = RID(); state.current_tex_ptr = NULL; - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + newtexid = storage->resources.white_tex; } else { @@ -167,8 +172,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con texture->render_target->used_in_frame = true; } - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, texture->tex_id); + newtexid = texture->tex_id; state.current_tex = p_texture; state.current_tex_ptr = texture; @@ -179,8 +183,15 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con state.current_tex = RID(); state.current_tex_ptr = NULL; + newtexid = storage->resources.white_tex; + } + + if (data.texture != newtexid) { + _flush(); + glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + glBindTexture(GL_TEXTURE_2D, newtexid); + data.texture = newtexid; } return tex_return; @@ -190,217 +201,154 @@ void RasterizerCanvasGLES2::_set_texture_rect_mode(bool p_enable, bool p_ninepat } void RasterizerCanvasGLES2::_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) { + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - uint32_t buffer_ofs = 0; - - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); - buffer_ofs += sizeof(Vector2) * p_vertex_count; + bool single; + Color color; if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + single = true; + color = *p_colors; } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } else { - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs); - buffer_ofs += sizeof(Color) * p_vertex_count; - } - - if (p_uvs) { - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); - buffer_ofs += sizeof(Vector2) * p_vertex_count; + single = true; + color = Color(1, 1, 1, 1); } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + single = false; } - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); - - glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -} + const bool use_single_color = single; + const Color single_color = color; -void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + for (int i = 0; i < p_vertex_count; ++i) { + v->v = p_vertices[i]; - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; - uint32_t buffer_ofs = 0; + if (p_uvs) + v->uv = p_uvs[i]; + else + v->uv = Vector2(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0); - buffer_ofs += sizeof(Vector2) * p_vertex_count; - - if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } else { - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs); - buffer_ofs += sizeof(Color) * p_vertex_count; + ++v; } - if (p_uvs) { - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); - } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); - } + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, p_indices, p_index_count * sizeof(int)); - glDrawArrays(p_primitive, 0, p_vertex_count); - - glBindBuffer(GL_ARRAY_BUFFER, 0); + _commit(p_vertex_count, p_index_count); } -void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { - - 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 stride = 2; - - if (p_colors) { - color_offset = stride; - stride += 4; - } +void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) { - if (p_uvs) { - uv_offset = stride; - stride += 2; - } + int command_count = p_item->commands.size(); + Item::Command **commands = p_item->commands.ptrw(); - float buffer_data[(2 + 2 + 4) * 4]; + for (int i = 0; i < command_count; i++) { - 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; - } + Item::Command *command = commands[i]; - 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 (command->type != Item::Command::TYPE_RECT && state.tiled) { + _flush(); + _untile(); } - } - 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; - } - } + switch (command->type) { - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data); + case Item::Command::TYPE_LINE: { + const Item::CommandLine *line = static_cast<Item::CommandLine *>(command); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); + if (line->width <= 1) { + const int p_vertex_count = 2; + const int p_index_count = 2; - if (p_colors) { - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float)); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - } + _begin(GL_LINES); + _prepare(p_vertex_count, p_index_count); - if (p_uvs) { - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float)); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - } + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - glDrawArrays(prim[p_points], 0, p_points); + Vertex vertices[p_vertex_count]; - glBindBuffer(GL_ARRAY_BUFFER, 0); -} + vertices[0].v = Vector2(line->from.x, line->from.y); + vertices[0].c = line->color; + vertices[0].uv = Vector2(); -void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) { + vertices[1].v = Vector2(line->to.x, line->to.y); + vertices[1].c = line->color; + vertices[1].uv = Vector2(); - int command_count = p_item->commands.size(); - Item::Command **commands = p_item->commands.ptrw(); + memcpy(data.mem_vertex_buffer + data.mem_vertex_buffer_offset, vertices, sizeof(vertices)); - for (int i = 0; i < command_count; i++) { + const int indices[p_index_count] = { 0, 1 }; - Item::Command *command = commands[i]; + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices)); - switch (command->type) { + _commit(p_vertex_count, p_index_count); + } else { + const int p_vertex_count = 4; + const int p_index_count = 6; - case Item::Command::TYPE_LINE: { + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - Item::CommandLine *line = static_cast<Item::CommandLine *>(command); + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - 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); - } + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - _bind_canvas_texture(RID(), RID()); + Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5; - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components); + v[0].v = line->from - t; + v[0].c = line->color; + v[0].uv = Vector2(); - state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); + v[1].v = line->from + t; + v[1].c = line->color; + v[1].uv = Vector2(); - if (line->width <= 1) { - Vector2 verts[2] = { - Vector2(line->from.x, line->from.y), - Vector2(line->to.x, line->to.y) - }; + v[2].v = line->to + t; + v[2].c = line->color; + v[2].uv = Vector2(); - _draw_gui_primitive(2, verts, NULL, NULL); - } else { - Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5; + v[3].v = line->to - t; + v[3].c = line->color; + v[3].uv = Vector2(); - Vector2 verts[4] = { - line->from - t, - line->from + t, - line->to + t, - line->to - t + const int indices[p_index_count] = { + 0, 1, 2, + 2, 3, 0 }; - _draw_gui_primitive(4, verts, NULL, NULL); + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices)); + + _commit(p_vertex_count, p_index_count); } + } break; case Item::Command::TYPE_RECT: { + const int p_vertex_count = 4; + const int p_index_count = 6; - Item::CommandRect *r = static_cast<Item::CommandRect *>(command); + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); + Item::CommandRect *r = static_cast<Item::CommandRect *>(command); - _bind_quad_buffer(); + _bind_shader(p_material); - 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); - } + Rect2 src_rect; + Rect2 dst_rect; RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); if (!tex) { - Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + dst_rect = Rect2(r->rect.position, r->rect.size); if (dst_rect.size.width < 0) { dst_rect.position.x += dst_rect.size.width; @@ -411,24 +359,28 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur dst_rect.size.height *= -1; } - state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1)); + src_rect = Rect2(0, 0, 1, 1); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } else { - bool untile = false; + const bool tiled = r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT); - if (r->flags & CANVAS_RECT_TILE && !(tex->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; + if (tiled != state.tiled) { + _flush(); + + if (tiled) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + state.tiled = true; + } else { + _untile(); + } } Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->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); - Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + dst_rect = Rect2(r->rect.position, r->rect.size); if (dst_rect.size.width < 0) { dst_rect.position.x += dst_rect.size.width; @@ -441,48 +393,61 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (r->flags & CANVAS_RECT_FLIP_H) { src_rect.size.x *= -1; + src_rect.position.x -= src_rect.size.width; } - if (r->flags & CANVAS_RECT_FLIP_V) { src_rect.size.y *= -1; + src_rect.position.y -= src_rect.size.height; } - if (r->flags & CANVAS_RECT_TRANSPOSE) { dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform } - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + state.uniforms.texpixel_size = texpixel_size; + } - state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y)); + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + // 0,0 + v[0].v = dst_rect.position; + v[0].c = r->modulate; + v[0].uv = src_rect.position; - 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); - } - } + // 0,1 + v[1].v = Vector2(dst_rect.position.x, dst_rect.position.y + dst_rect.size.y); + v[1].c = r->modulate; + v[1].uv = Vector2(src_rect.position.x, src_rect.position.y + src_rect.size.y); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + // 1,1 + v[2].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y + dst_rect.size.y); + v[2].c = r->modulate; + v[2].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y + src_rect.size.y); + // 1,0 + v[3].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y); + v[3].c = r->modulate; + v[3].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y); + + const int indices[p_index_count] = { + 0, 1, 2, + 2, 3, 0 + }; + + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(int) * p_index_count); + + _commit(p_vertex_count, p_index_count); } break; case Item::Command::TYPE_NINEPATCH: { + const int p_vertex_count = 16; + const int p_index_count = 54; - Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command); + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - 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); - } - - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components); + Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command); + _bind_shader(p_material); RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map); if (!tex) { @@ -492,8 +457,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); - // state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + state.uniforms.texpixel_size = texpixel_size; Rect2 source = np->source; if (source.size.x == 0 && source.size.y == 0) { @@ -505,255 +469,334 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur // this buffer contains [ POS POS UV UV ] * - float buffer[16 * 2 + 16 * 2]; + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - { + v[0].v = np->rect.position; + v[0].c = np->color; + v[0].uv = source.position * texpixel_size; - // first row + v[1].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], 0); + v[1].c = np->color; + v[1].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], 0)) * texpixel_size; - buffer[(0 * 4 * 4) + 0] = np->rect.position.x; - buffer[(0 * 4 * 4) + 1] = np->rect.position.y; + v[2].v = np->rect.position + Vector2(np->rect.size.x - np->margin[MARGIN_RIGHT], 0); + v[2].c = np->color; + v[2].uv = (source.position + Vector2(source.size.x - np->margin[MARGIN_RIGHT], 0)) * texpixel_size; - buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x; - buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y; + v[3].v = np->rect.position + Vector2(np->rect.size.x, 0); + v[3].c = np->color; + v[3].uv = (source.position + Vector2(source.size.x, 0)) * texpixel_size; - buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; - buffer[(0 * 4 * 4) + 5] = np->rect.position.y; + v[4].v = np->rect.position + Vector2(0, np->margin[MARGIN_TOP]); + v[4].c = np->color; + v[4].uv = (source.position + Vector2(0, np->margin[MARGIN_TOP])) * texpixel_size; - buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; - buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y; + v[5].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); + v[5].c = np->color; + v[5].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP])) * texpixel_size; - buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; - buffer[(0 * 4 * 4) + 9] = np->rect.position.y; + v[6].v = np->rect.position + Vector2(np->rect.size.x - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + v[6].c = np->color; + v[6].uv = (source.position + Vector2(source.size.x - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP])) * texpixel_size; - buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; - buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y; + v[7].v = np->rect.position + Vector2(np->rect.size.x, np->margin[MARGIN_TOP]); + v[7].c = np->color; + v[7].uv = (source.position + Vector2(source.size.x, np->margin[MARGIN_TOP])) * texpixel_size; - buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; - buffer[(0 * 4 * 4) + 13] = np->rect.position.y; + v[8].v = np->rect.position + Vector2(0, np->rect.size.y - np->margin[MARGIN_BOTTOM]); + v[8].c = np->color; + v[8].uv = (source.position + Vector2(0, source.size.y - np->margin[MARGIN_BOTTOM])) * texpixel_size; - buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x; - buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y; + v[9].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->rect.size.y - np->margin[MARGIN_BOTTOM]); + v[9].c = np->color; + v[9].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], source.size.y - np->margin[MARGIN_BOTTOM])) * texpixel_size; - // second row + v[10].v = np->rect.position + np->rect.size - Vector2(np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); + v[10].c = np->color; + v[10].uv = (source.position + source.size - Vector2(np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM])) * texpixel_size; - buffer[(1 * 4 * 4) + 0] = np->rect.position.x; - buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP]; + v[11].v = np->rect.position + np->rect.size - Vector2(0, np->margin[MARGIN_BOTTOM]); + v[11].c = np->color; + v[11].uv = (source.position + source.size - Vector2(0, np->margin[MARGIN_BOTTOM])) * texpixel_size; - buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x; - buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + v[12].v = np->rect.position + Vector2(0, np->rect.size.y); + v[12].c = np->color; + v[12].uv = (source.position + Vector2(0, source.size.y)) * texpixel_size; - buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; - buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP]; + v[13].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->rect.size.y); + v[13].c = np->color; + v[13].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], source.size.y)) * texpixel_size; - buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; - buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + v[14].v = np->rect.position + np->rect.size - Vector2(np->margin[MARGIN_RIGHT], 0); + v[14].c = np->color; + v[14].uv = (source.position + source.size - Vector2(np->margin[MARGIN_RIGHT], 0)) * texpixel_size; - buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; - buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP]; + v[15].v = np->rect.position + np->rect.size; + v[15].c = np->color; + v[15].uv = (source.position + source.size) * texpixel_size; - buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; - buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, data.ninepatch_elements, sizeof(data.ninepatch_elements)); - buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; - buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP]; + _commit(p_vertex_count, p_index_count - (np->draw_center ? 0 : 6)); + } break; - buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x; - buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + case Item::Command::TYPE_CIRCLE: { + Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command); - // thrid row + _bind_shader(p_material); - buffer[(2 * 4 * 4) + 0] = np->rect.position.x; - buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + const int num_points = 32; - buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x; - buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + Vector2 points[num_points + 1]; + points[num_points] = circle->pos; - buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; - buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + int indices[num_points * 3]; - buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; - buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + for (int i = 0; i < num_points; i++) { + points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius; + indices[i * 3 + 0] = i; + indices[i * 3 + 1] = (i + 1) % num_points; + indices[i * 3 + 2] = num_points; + } - buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; - buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + _bind_canvas_texture(RID(), RID()); - buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; - buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true); + } break; - buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; - buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + case Item::Command::TYPE_POLYGON: { + Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command); - buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x; - buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + const int *indices = polygon->indices.ptr(); + if (!indices) // self-intersecting polygon + break; - // fourth row + _bind_shader(p_material); + RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); - buffer[(3 * 4 * 4) + 0] = np->rect.position.x; - buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y; + if (texture) { + Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); + state.uniforms.texpixel_size = texpixel_size; + } - buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x; - buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y; + _draw_polygon(indices, polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } break; - buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; - buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y; + case Item::Command::TYPE_POLYLINE: { + Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command); - buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; - buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y; + if (pline->triangles.size()) { + const int p_vertex_count = pline->triangles.size(); + const int p_triangle_count = p_vertex_count - 2; + const int p_index_count = p_triangle_count * 3; - buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; - buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y; + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; - buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y; + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; - buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y; + const Vector2 *t = pline->triangles.ptr(); + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x; - buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y; + const bool p_singlecolor = pline->triangle_colors.size() == 1; + const Color *p_colors = pline->triangle_colors.ptr(); - // print_line(String::num((source.position.y + source.size.y) * texpixel_size.y)); - } + bool single; + Color color; - glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer); + if (pline->triangle_colors.size() == 1) { + single = true; + color = *p_colors; + } else if (!p_colors) { + single = true; + color = Color(1, 1, 1, 1); + } else { + single = false; + } - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); + const bool use_single_color = single; + const Color single_color = color; - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + for (int i = 0; i < p_vertex_count; ++i) { + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2)); + v->uv = Vector2(); + v->v = t[i]; - glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL); + ++v; + } - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + for (int i = 0; i < p_triangle_count; ++i) { + const int indices[3] = { + i, i + 1, i + 2 + }; - } break; + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset + i * 3, indices, sizeof(indices)); + } - case Item::Command::TYPE_CIRCLE: { + _commit(p_vertex_count, p_index_count); + } else { + _begin(GL_LINES); - Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command); + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + const Color *p_colors = pline->line_colors.ptr(); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + bool single; + Color color; - static const int num_points = 32; + if (pline->line_colors.size() == 1) { + single = true; + color = *p_colors; + } else if (!p_colors) { + single = true; + color = Color(1, 1, 1, 1); + } else { + single = false; + } - Vector2 points[num_points + 1]; - points[num_points] = circle->pos; + const bool use_single_color = single; + const Color single_color = color; - int indices[num_points * 3]; + const Vector2 *p_lines = pline->lines.ptr(); - for (int i = 0; i < num_points; i++) { - points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius; - indices[i * 3 + 0] = i; - indices[i * 3 + 1] = (i + 1) % num_points; - indices[i * 3 + 2] = num_points; - } + if (pline->multiline) { + const int p_lines_count = pline->lines.size() / 2; - _bind_canvas_texture(RID(), RID()); + for (int i = 0; i < p_lines_count; ++i) { + const int p_vertex_count = 2; + const int p_index_count = 2; - _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true); - } break; + _prepare(p_vertex_count, p_index_count); - case Item::Command::TYPE_POLYGON: { + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command); + for (int j = 0; j < 2; ++j) { + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); + v->uv = Vector2(); + v->v = p_lines[i * 2 + j]; - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + ++v; + } - RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); + const int indices[p_index_count] = { 0, 1 }; - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); - } + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices)); - _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); - } break; + _commit(p_vertex_count, p_index_count); + } + } else { + const int p_vertex_count = pline->lines.size(); + const int p_lines_count = p_vertex_count - 1; + const int p_index_count = p_lines_count * 2; - case Item::Command::TYPE_POLYLINE: { - Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command); + _prepare(p_vertex_count, p_index_count); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - _bind_canvas_texture(RID(), RID()); + for (int i = 0; i < p_vertex_count; ++i) { + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; - if (pline->triangles.size()) { - _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1); - } else { - if (pline->multiline) { - int todo = pline->lines.size() / 2; - int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4); - int offset = 0; - - while (todo) { - int to_draw = MIN(max_per_call, todo); - _draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1); - todo -= to_draw; - offset += to_draw * 2; + v->uv = Vector2(); + v->v = p_lines[i]; + + ++v; } - } else { - _draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1); + + for (int i = 0; i < p_lines_count; ++i) { + const int indices[2] = { i, i + 1 }; + + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset + i * 2, indices, sizeof(indices)); + } + + _commit(p_vertex_count, p_index_count); } } } break; case Item::Command::TYPE_PRIMITIVE: { - 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(); - state.canvas_shader.use_material((void *)p_material); - } + const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; ERR_CONTINUE(primitive->points.size() < 1); + _bind_shader(p_material); RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map); if (texture) { Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + state.uniforms.texpixel_size = texpixel_size; } + const int p_vertex_count = primitive->points.size(); + const int p_index_count = p_vertex_count; + + _begin(prim[p_vertex_count]); + _prepare(p_vertex_count, p_index_count); + + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; + int *index = data.mem_index_buffer + data.mem_index_buffer_offset; + + Color c; + bool p_single_color; + + const Color *p_colors = primitive->colors.ptr(); + const Vector2 *p_uvs = primitive->uvs.ptr(); + const Vector2 *p_points = primitive->points.ptr(); + if (primitive->colors.size() == 1 && primitive->points.size() > 1) { - Color c = primitive->colors[0]; - glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a); + p_single_color = true; + c = primitive->colors[0]; } else if (primitive->colors.empty()) { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + p_single_color = true; + c = Color(1, 1, 1, 1); + } else { + p_single_color = false; + } + + const bool use_single_color = p_single_color; + const Color single_color = c; + + for (int i = 0; i < p_vertex_count; ++i) { + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; + + if (p_uvs) + v->uv = p_uvs[i]; + else + v->uv = Vector2(); + + v->v = p_points[i]; + + index[i] = i; + + ++v; } - _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr()); + _commit(p_vertex_count, p_index_count); } break; case Item::Command::TYPE_TRANSFORM: { Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command); state.uniforms.extra_matrix = transform->xform; - state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix); } break; case Item::Command::TYPE_PARTICLES: { @@ -816,6 +859,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + data.texture = storage->resources.white_tex; int last_blend_mode = -1; @@ -825,8 +869,9 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons Item *ci = p_item_list; - if (current_clip != ci->final_clip_owner) { + Item *material_owner = ci->material_owner ? ci->material_owner : ci; + if (current_clip != ci->final_clip_owner) { current_clip = ci->final_clip_owner; if (current_clip) { @@ -850,8 +895,6 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons } } - Item *material_owner = ci->material_owner ? ci->material_owner : ci; - RID material = material_owner->material; RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material); @@ -981,9 +1024,11 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons state.uniforms.extra_matrix = Transform2D(); _set_uniforms(); - _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); + // TODO: figure out when to _flush to get better batching results + _flush(); + rebind_shader = true; // hacked in for now. if (reclip) { @@ -997,6 +1042,8 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons p_item_list = p_item_list->next; } + _flush(); + if (current_clip) { glDisable(GL_SCISSOR_TEST); } @@ -1035,17 +1082,40 @@ void RasterizerCanvasGLES2::reset_canvas() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } -void RasterizerCanvasGLES2::_bind_quad_buffer() { - glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL); -} -void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { +void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &dst_rect, const Rect2 &src_rect) { + + const int p_index_count = 6; + const int p_vertex_count = 4; + + Vertex v[p_vertex_count]; + Color c(1, 1, 1, 1); + + // 0,0 + v[0].v = dst_rect.position; + v[0].c = c; + v[0].uv = src_rect.position; + + // 0,1 + v[1].v = Vector2(dst_rect.position.x, dst_rect.position.y + dst_rect.size.y); + v[1].c = c; + v[1].uv = Vector2(src_rect.position.x, src_rect.position.y + src_rect.size.y); + + // 1,1 + v[2].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y + dst_rect.size.y); + v[2].c = c; + v[2].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y + src_rect.size.y); - 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)); + // 1,0 + v[3].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y); + v[3].c = c; + v[3].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + const int indices[p_index_count] = { + 0, 1, 2, + 2, 3, 0 + }; + + _draw(GL_TRIANGLES, p_vertex_count, v, p_index_count, indices); } void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) { @@ -1053,60 +1123,36 @@ void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_im void RasterizerCanvasGLES2::initialize() { - // quad buffer - { - glGenBuffers(1, &data.canvas_quad_vertices); - glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); - - const float qv[8] = { - 0, 0, - 0, 1, - 1, 1, - 1, 0 - }; - - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - } - // polygon buffer { uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128); poly_size *= 1024; poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); - glGenBuffers(1, &data.polygon_buffer); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + glGenBuffers(1, &data.vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, data.vertex_buffer); glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); - data.polygon_buffer_size = poly_size; + data.vertex_buffer_size = poly_size; glBindBuffer(GL_ARRAY_BUFFER, 0); uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128); index_size *= 1024; // kb - glGenBuffers(1, &data.polygon_index_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); + glGenBuffers(1, &data.index_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.index_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); + + data.index_buffer_size = index_size; + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } // 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] = { + const int elems[3 * 2 * 9] = { // first row @@ -1150,14 +1196,24 @@ void RasterizerCanvasGLES2::initialize() { ; #undef _EIDX - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW); + memcpy(data.ninepatch_elements, elems, sizeof(elems)); + } - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + { + const uint32_t size = data.vertex_buffer_size / sizeof(Vertex); + data.mem_vertex_buffer = (Vertex *)memalloc(sizeof(Vertex) * size); + data.mem_vertex_buffer_offset = 0; + data.mem_vertex_buffer_size = size; } - state.canvas_shader.init(); + { + const uint32_t size = data.index_buffer_size / sizeof(int); + data.mem_index_buffer = (int *)memalloc(sizeof(int) * size); + data.mem_index_buffer_offset = 0; + data.mem_index_buffer_size = size; + } - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + state.canvas_shader.init(); state.canvas_shader.bind(); } @@ -1167,3 +1223,92 @@ void RasterizerCanvasGLES2::finalize() { RasterizerCanvasGLES2::RasterizerCanvasGLES2() { } + +void RasterizerCanvasGLES2::_begin(const GLuint p_primitive) { + if (data.primitive != p_primitive) { + _flush(); + data.primitive = p_primitive; + } +} + +void RasterizerCanvasGLES2::_prepare(const int p_vertex_count, const int p_index_count) { + if (data.mem_vertex_buffer_size - data.mem_vertex_buffer_offset < p_vertex_count || + data.mem_index_buffer_size - data.mem_index_buffer_offset < p_index_count) { + _flush(); + } +} + +void RasterizerCanvasGLES2::_draw(const GLuint p_primitive, const int p_vertex_count, const Vertex *p_vertices, const int p_index_count, const int *p_indices) { + glBindBuffer(GL_ARRAY_BUFFER, data.vertex_buffer); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex) * p_vertex_count, p_vertices); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.index_buffer); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), NULL); + + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), ((uint8_t *)0) + sizeof(Vector2)); + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), ((uint8_t *)0) + sizeof(Vector2) + sizeof(Color)); + + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_flush() { + if (data.mem_vertex_buffer_offset) { + _draw(data.primitive, data.mem_vertex_buffer_offset, data.mem_vertex_buffer, data.mem_index_buffer_offset, data.mem_index_buffer); + } + + data.mem_vertex_buffer_offset = 0; + data.mem_index_buffer_offset = 0; +} + +void RasterizerCanvasGLES2::_commit(const int p_vertex_count, const int p_index_count) { + ERR_FAIL_COND(!p_vertex_count); + ERR_FAIL_COND(!p_index_count); + + if (state.uniforms.extra_matrix != state.prev_uniforms.extra_matrix || + state.uniforms.final_modulate != state.prev_uniforms.final_modulate || + state.uniforms.modelview_matrix != state.prev_uniforms.modelview_matrix || + state.uniforms.projection_matrix != state.prev_uniforms.projection_matrix || + state.uniforms.texpixel_size != state.prev_uniforms.texpixel_size || + state.uniforms.time != state.prev_uniforms.time) { + + _set_uniforms(); + state.prev_uniforms = state.uniforms; + _flush(); + } + + const int new_index_offset = data.mem_index_buffer_offset + p_index_count; + + for (int i = data.mem_index_buffer_offset; i < new_index_offset; ++i) + data.mem_index_buffer[i] += data.mem_vertex_buffer_offset; + + data.mem_vertex_buffer_offset += p_vertex_count; + data.mem_index_buffer_offset = new_index_offset; +} + +void RasterizerCanvasGLES2::_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); + + state.tiled = false; +} + +void RasterizerCanvasGLES2::_bind_shader(RasterizerStorageGLES2::Material *p_material) { + if (!state.canvas_shader.is_dirty()) { + return; + } + + _flush(); + + if (state.canvas_shader.bind()) { + state.canvas_shader.use_material((void *)p_material); + } +} diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index cda3ec79e7..d5a122e533 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -50,23 +50,44 @@ public: Color final_modulate; float time; + + Size2 texpixel_size; + }; + + struct Vertex { + Vector2 v; + Color c; + Vector2 uv; }; struct Data { - GLuint canvas_quad_vertices; - GLuint polygon_buffer; - GLuint polygon_index_buffer; + GLuint vertex_buffer; + GLuint index_buffer; + + uint32_t vertex_buffer_size; + uint32_t index_buffer_size; + + int ninepatch_elements[3 * 2 * 9]; - uint32_t polygon_buffer_size; + int *mem_index_buffer; + uint32_t mem_index_buffer_offset; + uint32_t mem_index_buffer_size; - GLuint ninepatch_vertices; - GLuint ninepatch_elements; + Vertex *mem_vertex_buffer; + uint32_t mem_vertex_buffer_offset; + uint32_t mem_vertex_buffer_size; + GLuint primitive; + GLuint texture; } data; struct State { Uniforms uniforms; + Uniforms prev_uniforms; + + bool tiled; + bool canvas_texscreen_used; CanvasShaderGLES2 canvas_shader; // CanvasShadowShaderGLES3 canvas_shadow_shader; @@ -99,9 +120,16 @@ public: _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false); - _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _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); - _FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + + _FORCE_INLINE_ void _begin(const GLuint p_primitive); + _FORCE_INLINE_ void _prepare(const int p_vertex_count, const int p_index_count); + _FORCE_INLINE_ void _commit(const int p_vertex_count, const int p_index_count); + + _FORCE_INLINE_ void _flush(); + _FORCE_INLINE_ void _draw(const GLuint p_primitive, const int p_vertex_count, const Vertex *p_vertices, const int p_index_count, const int *p_indices); + + _FORCE_INLINE_ void _untile(); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material); _FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect); @@ -114,8 +142,8 @@ public: virtual void reset_canvas(); RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map); + _FORCE_INLINE_ void _bind_shader(RasterizerStorageGLES2::Material *p_material); - void _bind_quad_buffer(); void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src); void initialize(); diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 73d93f7b46..165ffc0412 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -345,9 +345,6 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); 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(); @@ -359,7 +356,7 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re // TODO normals - canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1)); + canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 1, 1, -1)); glBindTexture(GL_TEXTURE_2D, 0); canvas->canvas_end(); @@ -392,12 +389,6 @@ void RasterizerGLES2::end_frame(bool p_swap_buffers) { OS::get_singleton()->swap_buffers(); else glFinish(); - - if (p_swap_buffers) { - glColorMask(true, true, true, true); - glClearColor(0, 0, 0, 1); - glClear(GL_COLOR_BUFFER_BIT); - } } void RasterizerGLES2::finalize() { diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index c1fbf73254..38c0ccaac2 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -252,7 +252,7 @@ public: int mipmaps; bool active; - GLenum tex_id; + GLuint tex_id; uint16_t stored_cube_sides; @@ -429,6 +429,8 @@ public: bool uses_screen_texture; bool uses_screen_uv; bool uses_time; + bool uses_modelview_matrix; + bool uses_vertex; } canvas_item; diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index e9b58cb272..89c1b6490d 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -122,13 +122,11 @@ GLint ShaderGLES2::get_uniform_location(int p_index) const { } bool ShaderGLES2::bind() { - - if (active != this || !version || new_conditional_version.key != conditional_version.key) { - conditional_version = new_conditional_version; - version = get_current_version(); - } else { + if (!is_dirty()) return false; - } + + conditional_version = new_conditional_version; + version = get_current_version(); ERR_FAIL_COND_V(!version, false); @@ -1109,3 +1107,7 @@ ShaderGLES2::ShaderGLES2() { ShaderGLES2::~ShaderGLES2() { finish(); } + +bool ShaderGLES2::is_dirty() const { + return active != this || !version || new_conditional_version.key != conditional_version.key; +} diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index cb515c199c..99513abfe9 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -208,6 +208,7 @@ public: GLint get_uniform_location(int p_index) const; static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; } + bool is_dirty() const; bool bind(); void unbind(); void bind_uniforms(); diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 29d81bb2c4..a63c7675d8 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -20,13 +20,6 @@ varying vec4 color_interp; uniform highp vec2 color_texpixel_size; -#ifdef USE_TEXTURE_RECT - -uniform vec4 dst_rect; -uniform vec4 src_rect; - -#endif - uniform highp float time; VERTEX_SHADER_GLOBALS @@ -44,35 +37,9 @@ void main() { vec4 color = color_attrib; -#ifdef USE_TEXTURE_RECT - - if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z - uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx; - } else { - uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; - } - - vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0); - - // This is what is done in the GLES 3 bindings and should - // take care of flipped rects. - // - // But it doesn't. - // I don't know why, will need to investigate further. - - outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))); - - // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex; -#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 { vec2 src_vtx=outvec.xy; diff --git a/platform/android/detect.py b/platform/android/detect.py index ada36e2814..0c6c9fdca3 100644 --- a/platform/android/detect.py +++ b/platform/android/detect.py @@ -128,7 +128,7 @@ def configure(env): env.extra_suffix = ".armv7" + env.extra_suffix elif env["android_arch"] == "arm64v8": if get_platform(env["ndk_platform"]) < 21: - print("WARNING: android_arch=arm64v8 is not supported by ndk_platform lower than andorid-21; setting ndk_platform=android-21") + print("WARNING: android_arch=arm64v8 is not supported by ndk_platform lower than android-21; setting ndk_platform=android-21") env["ndk_platform"] = "android-21" env['ARCH'] = 'arch-arm64' target_subpath = "aarch64-linux-android-4.9" diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp index 5c79741682..d61bd97c2a 100644 --- a/scene/gui/item_list.cpp +++ b/scene/gui/item_list.cpp @@ -1423,6 +1423,9 @@ void ItemList::_bind_methods() { ClassDB::bind_method(D_METHOD("set_item_custom_bg_color", "idx", "custom_bg_color"), &ItemList::set_item_custom_bg_color); ClassDB::bind_method(D_METHOD("get_item_custom_bg_color", "idx"), &ItemList::get_item_custom_bg_color); + ClassDB::bind_method(D_METHOD("set_item_custom_fg_color", "idx", "custom_fg_color"), &ItemList::set_item_custom_fg_color); + ClassDB::bind_method(D_METHOD("get_item_custom_fg_color", "idx"), &ItemList::get_item_custom_fg_color); + ClassDB::bind_method(D_METHOD("set_item_tooltip_enabled", "idx", "enable"), &ItemList::set_item_tooltip_enabled); ClassDB::bind_method(D_METHOD("is_item_tooltip_enabled", "idx"), &ItemList::is_item_tooltip_enabled); diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h index dfe48d94cf..c69e44a7da 100644 --- a/scene/resources/physics_material.h +++ b/scene/resources/physics_material.h @@ -37,7 +37,7 @@ class PhysicsMaterial : public Resource { GDCLASS(PhysicsMaterial, Resource); OBJ_SAVE_TYPE(PhysicsMaterial); - RES_BASE_EXTENSION("PhyMat"); + RES_BASE_EXTENSION("phymat"); real_t friction; bool rough; |