diff options
Diffstat (limited to 'drivers/gles2/rasterizer_canvas_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 253 |
1 files changed, 187 insertions, 66 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 6d1c636f42..7232d2d95a 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -93,6 +93,7 @@ void RasterizerCanvasGLES2::_set_uniforms() { 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); @@ -111,17 +112,17 @@ void RasterizerCanvasGLES2::_set_uniforms() { void RasterizerCanvasGLES2::canvas_begin() { state.canvas_shader.bind(); + state.using_transparent_rt = false; if (storage->frame.current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); - glColorMask(1, 1, 1, 1); + state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; } if (storage->frame.clear_request) { - glColorMask(true, true, true, true); glClearColor(storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, - storage->frame.clear_request_color.a); + state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0); glClear(GL_COLOR_BUFFER_BIT); storage->frame.clear_request = false; } @@ -181,6 +182,7 @@ void RasterizerCanvasGLES2::canvas_end() { state.using_texture_rect = false; state.using_skeleton = false; state.using_ninepatch = false; + state.using_transparent_rt = false; } RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { @@ -200,12 +202,12 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con } else { - texture = texture->get_ptr(); - if (texture->redraw_if_visible) { VisualServerRaster::redraw_request(); } + texture = texture->get_ptr(); + if (texture->render_target) { texture->render_target->used_in_frame = true; } @@ -242,12 +244,12 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con } else { - normal_map = normal_map->get_ptr(); - if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies VisualServerRaster::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; @@ -286,14 +288,14 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun } 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); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(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); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(Vector2) * p_vertex_count; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); @@ -302,12 +304,12 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun if (p_weights && p_bones) { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights); glEnableVertexAttribArray(VS::ARRAY_WEIGHTS); - glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs); + glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(float) * 4 * p_vertex_count; glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones); glEnableVertexAttribArray(VS::ARRAY_BONES); - glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs); + glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(int) * 4 * p_vertex_count; } else { @@ -316,9 +318,17 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun } 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); + if (storage->config.support_32_bits_indices) { //should check for + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); + } else { + 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]); + } + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16); + glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0); + } glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); @@ -332,7 +342,7 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count 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); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); buffer_ofs += sizeof(Vector2) * p_vertex_count; if (p_singlecolor) { @@ -345,14 +355,14 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count } 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); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(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); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } @@ -409,12 +419,12 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); if (p_colors) { - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float)); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float))); glEnableVertexAttribArray(VS::ARRAY_COLOR); } if (p_uvs) { - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float)); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float))); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); } @@ -489,6 +499,23 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glDisableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); + bool can_tile = true; + if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) { + // workaround for when setting tiling does not work due to hardware limitation + + RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture); + + if (texture) { + + texture = texture->get_ptr(); + + if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) { + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true); + can_tile = false; + } + } + } + // On some widespread Nvidia cards, the normal draw method can produce some // flickering in draw_rect and especially TileMap rendering (tiles randomly flicker). // See GH-9913. @@ -549,7 +576,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur bool untile = false; - if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) { + if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); untile = true; @@ -562,8 +589,15 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } } else { + static const Vector2 uvs[4] = { + Vector2(0.0, 0.0), + Vector2(0.0, 1.0), + Vector2(1.0, 1.0), + Vector2(1.0, 0.0), + }; + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2()); - _draw_gui_primitive(4, points, NULL, NULL); + _draw_gui_primitive(4, points, NULL, uvs); } } else { @@ -599,7 +633,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur bool untile = false; - if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) { + if (can_tile && 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; @@ -647,6 +681,9 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } + + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false); + } break; case Item::Command::TYPE_NINEPATCH: { @@ -803,7 +840,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glEnableVertexAttribArray(VS::ARRAY_TEX_UV); 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)); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2))); glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL); @@ -830,11 +867,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur int indices[num_points * 3]; - 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; + for (int j = 0; j < num_points; j++) { + points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius; + indices[j * 3 + 0] = j; + indices[j * 3 + 1] = (j + 1) % num_points; + indices[j * 3 + 2] = num_points; } _bind_canvas_texture(RID(), RID()); @@ -892,13 +929,13 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); } - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { - if (s->attribs[i].enabled) { - glEnableVertexAttribArray(i); - glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset); + for (int k = 0; k < VS::ARRAY_MAX - 1; k++) { + if (s->attribs[k].enabled) { + glEnableVertexAttribArray(k); + glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset)); } else { - glDisableVertexAttribArray(i); - switch (i) { + glDisableVertexAttribArray(k); + switch (k) { case VS::ARRAY_NORMAL: { glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; @@ -906,7 +943,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } break; - default: {} + default: { + } } } } @@ -918,8 +956,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } } - for (int i = 1; i < VS::ARRAY_MAX - 1; i++) { - glDisableVertexAttribArray(i); + for (int j = 1; j < VS::ARRAY_MAX - 1; j++) { + glDisableVertexAttribArray(j); } } @@ -981,13 +1019,13 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); } - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { - if (s->attribs[i].enabled) { - glEnableVertexAttribArray(i); - glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset); + for (int k = 0; k < VS::ARRAY_MAX - 1; k++) { + if (s->attribs[k].enabled) { + glEnableVertexAttribArray(k); + glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset)); } else { - glDisableVertexAttribArray(i); - switch (i) { + glDisableVertexAttribArray(k); + switch (k) { case VS::ARRAY_NORMAL: { glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; @@ -995,13 +1033,14 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } break; - default: {} + default: { + } } } } - for (int i = 0; i < amount; i++) { - const float *buffer = base_buffer + i * stride; + for (int k = 0; k < amount; k++) { + const float *buffer = base_buffer + k * stride; { @@ -1151,9 +1190,71 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } } +void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) { + + if (storage->frame.current_rt->copy_screen_effect.color == 0) { + ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers"); + ERR_FAIL(); + } + + 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); + + glBindFramebuffer(GL_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); + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front + glEnable(GL_BLEND); +} + void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { - // This isn't really working yet, so disabling for now. + 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 RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) { @@ -1169,6 +1270,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons state.current_tex = RID(); state.current_tex_ptr = NULL; state.current_normal = RID(); + state.canvas_texscreen_used = false; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); @@ -1256,7 +1358,18 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons if (shader_ptr) { if (shader_ptr->canvas_item.uses_screen_texture) { - _copy_texscreen(Rect2()); + if (!state.canvas_texscreen_used) { + //copy if not copied before + _copy_texscreen(Rect2()); + + // blend mode will have been enabled so make sure we disable it again later on + //last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1; + } + + if (storage->frame.current_rt->copy_screen_effect.color) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color); + } } if (shader_ptr != shader_cache) { @@ -1301,12 +1414,20 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons continue; } - t = t->get_ptr(); - if (t->redraw_if_visible) { VisualServerRaster::redraw_request(); } + t = t->get_ptr(); + +#ifdef TOOLS_ENABLED + if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) { + t->detect_normal(t->detect_normal_ud); + } +#endif + if (t->render_target) + t->render_target->used_in_frame = true; + glBindTexture(t->target, t->tex_id); } @@ -1438,25 +1559,20 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow); if (has_shadow) { state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0); - switch (light->shadow_filter) { - - case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break; - case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break; - case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break; - case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break; - case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break; - case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break; - } + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13); } - bool light_rebind = state.canvas_shader.bind(); + state.canvas_shader.bind(); state.using_light = light; state.using_shadow = has_shadow; - if (light_rebind) { - - _set_uniforms(); - } + //always re-set uniforms, since light parameters changed + _set_uniforms(); glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture); @@ -1791,6 +1907,8 @@ void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_im draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1)); } + + canvas_end(); } void RasterizerCanvasGLES2::initialize() { @@ -1826,8 +1944,8 @@ void RasterizerCanvasGLES2::initialize() { glBindBuffer(GL_ARRAY_BUFFER, 0); - uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater")); + 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 *= 1024; // kb glGenBuffers(1, &data.polygon_index_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); @@ -1903,6 +2021,7 @@ void RasterizerCanvasGLES2::initialize() { state.canvas_shader.init(); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); state.canvas_shader.bind(); @@ -1911,6 +2030,8 @@ void RasterizerCanvasGLES2::initialize() { 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; } void RasterizerCanvasGLES2::finalize() { |