diff options
Diffstat (limited to 'drivers/gles2/rasterizer_canvas_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 664 |
1 files changed, 452 insertions, 212 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 375c555d9e..ee722e9d6c 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -73,22 +73,69 @@ void RasterizerCanvasGLES2::_set_uniforms() { 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[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); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); + + if (state.using_shadow) { + 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); + + /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); + canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); + canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/ + } + } } void RasterizerCanvasGLES2::canvas_begin() { state.canvas_shader.bind(); + state.using_transparent_rt = false; + int viewport_x, viewport_y, viewport_width, viewport_height; + 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.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) { + // set Viewport and Scissor when rendering directly to screen + viewport_width = storage->frame.current_rt->width; + viewport_height = storage->frame.current_rt->height; + viewport_x = storage->frame.current_rt->x; + viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y; + glScissor(viewport_x, viewport_y, viewport_width, viewport_height); + glViewport(viewport_x, viewport_y, viewport_width, viewport_height); + glEnable(GL_SCISSOR_TEST); + } } 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; } @@ -145,9 +192,18 @@ void RasterizerCanvasGLES2::canvas_end() { glDisableVertexAttribArray(i); } + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::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; + 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; } RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { @@ -167,12 +223,12 @@ 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; } @@ -209,12 +265,12 @@ 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; @@ -253,14 +309,14 @@ 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); @@ -269,12 +325,12 @@ 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 { @@ -283,9 +339,17 @@ 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); @@ -299,7 +363,7 @@ 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) { @@ -312,14 +376,14 @@ 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); } @@ -376,12 +440,12 @@ 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); } @@ -456,161 +520,191 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glDisableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); -#if 1 - //more compatible - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + 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 - Size2 abs_size = r->rect.size.abs(); - Vector2 points[4] = { - r->rect.position, - r->rect.position + Vector2(abs_size.x, 0.0), - r->rect.position + abs_size, - r->rect.position + Vector2(0.0, abs_size.y), - }; - - if (r->rect.size.x < 0) { - SWAP(points[0], points[1]); - SWAP(points[2], points[3]); - } - if (r->rect.size.y < 0) { - SWAP(points[0], points[3]); - SWAP(points[1], points[2]); - } + RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture); - RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map); + if (texture) { - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); + texture = texture->get_ptr(); - Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + 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; + } + } + } - Vector2 uvs[4] = { - src_rect.position, - src_rect.position + Vector2(src_rect.size.x, 0.0), - src_rect.position + src_rect.size, - src_rect.position + Vector2(0.0, src_rect.size.y), - }; + // 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. + // To work it around, we use a simpler draw method which does not flicker, but gives + // a non negligible performance hit, so it's opt-in (GH-24466). + if (use_nvidia_rect_workaround) { + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - if (r->flags & CANVAS_RECT_TRANSPOSE) { - SWAP(uvs[1], uvs[3]); + if (state.canvas_shader.bind()) { + _set_uniforms(); + state.canvas_shader.use_material((void *)p_material); } - if (r->flags & CANVAS_RECT_FLIP_H) { - SWAP(uvs[0], uvs[1]); - SWAP(uvs[2], uvs[3]); + Vector2 points[4] = { + r->rect.position, + r->rect.position + Vector2(r->rect.size.x, 0.0), + r->rect.position + r->rect.size, + r->rect.position + Vector2(0.0, r->rect.size.y), + }; + + if (r->rect.size.x < 0) { + SWAP(points[0], points[1]); + SWAP(points[2], points[3]); } - if (r->flags & CANVAS_RECT_FLIP_V) { - SWAP(uvs[0], uvs[3]); - SWAP(uvs[1], uvs[2]); + if (r->rect.size.y < 0) { + SWAP(points[0], points[3]); + SWAP(points[1], points[2]); } - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map); - bool untile = false; + if (texture) { + Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - untile = true; - } + Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); - _draw_gui_primitive(4, points, NULL, uvs); + Vector2 uvs[4] = { + src_rect.position, + src_rect.position + Vector2(src_rect.size.x, 0.0), + src_rect.position + src_rect.size, + src_rect.position + Vector2(0.0, src_rect.size.y), + }; - if (untile) { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2()); - _draw_gui_primitive(4, points, NULL, NULL); - } + if (r->flags & CANVAS_RECT_TRANSPOSE) { + SWAP(uvs[1], uvs[3]); + } -#else - //disabled because it fails on buggy nvidia drivers - _bind_quad_buffer(); + if (r->flags & CANVAS_RECT_FLIP_H) { + SWAP(uvs[0], uvs[1]); + SWAP(uvs[2], uvs[3]); + } + if (r->flags & CANVAS_RECT_FLIP_V) { + SWAP(uvs[0], uvs[3]); + SWAP(uvs[1], uvs[2]); + } - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + bool untile = false; - RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); + 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; + } - if (!tex) { - Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + _draw_gui_primitive(4, points, NULL, uvs); - if (dst_rect.size.width < 0) { - dst_rect.position.x += dst_rect.size.width; - dst_rect.size.width *= -1; - } - if (dst_rect.size.height < 0) { - dst_rect.position.y += dst_rect.size.height; - dst_rect.size.height *= -1; + if (untile) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } else { + 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, uvs); } - 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)); - - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } else { + // This branch is better for performance, but can produce flicker on Nvidia, see above comment. + _bind_quad_buffer(); - bool untile = false; + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); - 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 (state.canvas_shader.bind()) { + _set_uniforms(); + state.canvas_shader.use_material((void *)p_material); } - 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); + RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); - Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + if (!tex) { + Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); - if (dst_rect.size.width < 0) { - dst_rect.position.x += dst_rect.size.width; - dst_rect.size.width *= -1; - } - if (dst_rect.size.height < 0) { - dst_rect.position.y += dst_rect.size.height; - dst_rect.size.height *= -1; - } + if (dst_rect.size.width < 0) { + dst_rect.position.x += dst_rect.size.width; + dst_rect.size.width *= -1; + } + if (dst_rect.size.height < 0) { + dst_rect.position.y += dst_rect.size.height; + dst_rect.size.height *= -1; + } - if (r->flags & CANVAS_RECT_FLIP_H) { - src_rect.size.x *= -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)); - if (r->flags & CANVAS_RECT_FLIP_V) { - src_rect.size.y *= -1; - } + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } else { - if (r->flags & CANVAS_RECT_TRANSPOSE) { - dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform - } + bool untile = false; - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + 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; + } + + 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); + + if (dst_rect.size.width < 0) { + dst_rect.position.x += dst_rect.size.width; + dst_rect.size.width *= -1; + } + if (dst_rect.size.height < 0) { + dst_rect.position.y += dst_rect.size.height; + dst_rect.size.height *= -1; + } + + if (r->flags & CANVAS_RECT_FLIP_H) { + src_rect.size.x *= -1; + } + + if (r->flags & CANVAS_RECT_FLIP_V) { + src_rect.size.y *= -1; + } + + if (r->flags & CANVAS_RECT_TRANSPOSE) { + dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform + } - 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)); + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + 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)); - 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); + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + 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); + } } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -#endif + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false); + } break; case Item::Command::TYPE_NINEPATCH: { @@ -767,7 +861,7 @@ 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); @@ -794,11 +888,11 @@ 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()); @@ -856,13 +950,13 @@ 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; @@ -870,7 +964,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } break; - default: {} + default: { + } } } } @@ -882,8 +977,8 @@ 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); } } @@ -945,13 +1040,13 @@ 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; @@ -959,13 +1054,14 @@ 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; { @@ -1115,9 +1211,76 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } } +void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) { + + if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) { + ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen"); + return; + } + + 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) { @@ -1133,6 +1296,7 @@ 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); @@ -1220,7 +1384,18 @@ 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) { @@ -1265,12 +1440,20 @@ 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); } @@ -1300,28 +1483,44 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::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); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); } } break; case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE); + } else { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE); + } } break; case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE); + } else { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE); + } } break; case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_DST_COLOR, GL_ZERO); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO); + } else { + glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE); + } } break; case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: { glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); + } } break; } } @@ -1386,52 +1585,20 @@ 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; - } - } - - bool light_rebind = state.canvas_shader.bind(); - - if (light_rebind) { - - _set_uniforms(); + 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); } - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform); - Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized(); - basis_inverse[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); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); - - if (has_shadow) { - 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); + state.canvas_shader.bind(); + state.using_light = light; + state.using_shadow = has_shadow; - /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache); - canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); - canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/ - } + //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); @@ -1445,6 +1612,8 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons glActiveTexture(GL_TEXTURE0); _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light + + state.using_light = NULL; } light = light->next_ptr; @@ -1706,6 +1875,66 @@ void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float } void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) { + + Vector2 window_size = OS::get_singleton()->get_window_size(); + 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[MARGIN_LEFT].is_valid()) { + _bind_canvas_texture(black_image[MARGIN_LEFT], RID()); + Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT])); + draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y)); + } else if (black_margin[MARGIN_LEFT]) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + + draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1)); + } + + if (black_image[MARGIN_RIGHT].is_valid()) { + _bind_canvas_texture(black_image[MARGIN_RIGHT], RID()); + Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT])); + draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y)); + } else if (black_margin[MARGIN_RIGHT]) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + + draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1)); + } + + if (black_image[MARGIN_TOP].is_valid()) { + _bind_canvas_texture(black_image[MARGIN_TOP], RID()); + + Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP])); + draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y)); + + } else if (black_margin[MARGIN_TOP]) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + + draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1)); + } + + if (black_image[MARGIN_BOTTOM].is_valid()) { + + _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID()); + + Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM])); + draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y)); + + } else if (black_margin[MARGIN_BOTTOM]) { + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + + 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() { @@ -1741,8 +1970,8 @@ 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); @@ -1818,16 +2047,27 @@ 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(); 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; } void RasterizerCanvasGLES2::finalize() { } RasterizerCanvasGLES2::RasterizerCanvasGLES2() { +#ifdef GLES_OVER_GL + use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround"); +#else + // Not needed (a priori) on GLES devices + use_nvidia_rect_workaround = false; +#endif } |