diff options
Diffstat (limited to 'drivers/gles2/rasterizer_canvas_base_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_base_gles2.cpp | 1218 |
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 |