diff options
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_base_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_base_gles3.cpp | 1354 |
1 files changed, 0 insertions, 1354 deletions
diff --git a/drivers/gles3/rasterizer_canvas_base_gles3.cpp b/drivers/gles3/rasterizer_canvas_base_gles3.cpp deleted file mode 100644 index 899e89cbce..0000000000 --- a/drivers/gles3/rasterizer_canvas_base_gles3.cpp +++ /dev/null @@ -1,1354 +0,0 @@ -/*************************************************************************/ -/* rasterizer_canvas_base_gles3.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 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_gles3.h" -#ifdef GLES3_BACKEND_ENABLED - -#include "core/os/os.h" -#include "drivers/gles3/rasterizer_asserts.h" -#include "rasterizer_scene_gles3.h" - -#include "core/config/project_settings.h" -#include "servers/rendering/rendering_server_default.h" - -#ifndef GLES_OVER_GL -#define glClearDepth glClearDepthf -#endif - -static _FORCE_INLINE_ void store_transform3d(const Transform3D &p_mtx, float *p_array) { - p_array[0] = p_mtx.basis.elements[0][0]; - p_array[1] = p_mtx.basis.elements[1][0]; - p_array[2] = p_mtx.basis.elements[2][0]; - p_array[3] = 0; - p_array[4] = p_mtx.basis.elements[0][1]; - p_array[5] = p_mtx.basis.elements[1][1]; - p_array[6] = p_mtx.basis.elements[2][1]; - p_array[7] = 0; - p_array[8] = p_mtx.basis.elements[0][2]; - p_array[9] = p_mtx.basis.elements[1][2]; - p_array[10] = p_mtx.basis.elements[2][2]; - p_array[11] = 0; - p_array[12] = p_mtx.origin.x; - p_array[13] = p_mtx.origin.y; - p_array[14] = p_mtx.origin.z; - p_array[15] = 1; -} - -RID RasterizerCanvasBaseGLES3::light_internal_create() { - return RID(); -} - -void RasterizerCanvasBaseGLES3::light_internal_update(RID p_rid, Light *p_light) { -} - -void RasterizerCanvasBaseGLES3::light_internal_free(RID p_rid) { -} - -RID RasterizerCanvasBaseGLES3::light_create() { - return RID(); -} - -void RasterizerCanvasBaseGLES3::light_set_texture(RID p_rid, RID p_texture) { -} - -void RasterizerCanvasBaseGLES3::light_set_use_shadow(RID p_rid, bool p_enable) { -} - -void RasterizerCanvasBaseGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) { -} - -void RasterizerCanvasBaseGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) { -} - -void RasterizerCanvasBaseGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) { -} - -RID RasterizerCanvasBaseGLES3::occluder_polygon_create() { - return RID(); -} - -void RasterizerCanvasBaseGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) { -} - -void RasterizerCanvasBaseGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) { -} - -void RasterizerCanvasBaseGLES3::set_shadow_texture_size(int p_size) { -} - -bool RasterizerCanvasBaseGLES3::free(RID p_rid) { - return true; -} - -void RasterizerCanvasBaseGLES3::update() { -} - -void RasterizerCanvasBaseGLES3::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(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::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(RS::ARRAY_COLOR, 1, 1, 1, 1); - glDisableVertexAttribArray(RS::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(); - - glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo); - glBindVertexArray(data.canvas_quad_array); -} - -void RasterizerCanvasBaseGLES3::canvas_end() { - glBindBuffer(GL_ARRAY_BUFFER, 0); - - 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 RasterizerCanvasBaseGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y)); - _bind_quad_buffer(); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); -} - -void RasterizerCanvasBaseGLES3::_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(CanvasShaderGLES3::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(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, p_light_angle); - } - - if (state.using_modulate != p_modulate) { - state.using_modulate = p_modulate; - state.canvas_shader.set_conditional(CanvasShaderGLES3::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(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, p_large_vertex); - } -} - -RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { - RasterizerStorageGLES3::Texture *tex_return = NULL; - - if (p_texture.is_valid()) { - RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(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(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid()); - - } else if (p_normal_map.is_valid()) { - RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.get_or_null(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(CanvasShaderGLES3::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(CanvasShaderGLES3::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(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false); - } - - return tex_return; -} - -/* -void RasterizerCanvasBaseGLES3::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 RasterizerCanvasBaseGLES3::_bind_quad_buffer() { - glBindVertexArray(data.canvas_quad_array); -} - -void RasterizerCanvasBaseGLES3::_set_uniforms() { - state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX, state.uniforms.projection_matrix); - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); - state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.uniforms.extra_matrix); - - state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.uniforms.final_modulate); - - state.canvas_shader.set_uniform(CanvasShaderGLES3::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(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, screen_pixel_size); - } - - if (state.using_skeleton) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size); - } - - if (state.using_light) { - Light *light = state.using_light; - state.canvas_shader.set_uniform(CanvasShaderGLES3::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(CanvasShaderGLES3::LIGHT_MATRIX_INVERSE, basis_inverse); - state.canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse()); - state.canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_COLOR, light->color * light->energy); - // state.canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_POS, light->light_shader_pos); - // FTODO - state.canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_POS, light->light_shader_xform.elements[2]); - state.canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_HEIGHT, light->height); - - // FTODO - //state.canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_OUTSIDE_ALPHA, light->mode == RS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); - state.canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_OUTSIDE_ALPHA, 0.0f); - - if (state.using_shadow) { - // FTODO -#if 0 - RasterizerStorageGLES3::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(CanvasShaderGLES3::SHADOW_MATRIX, light->shadow_matrix_cache); - state.canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR, light->shadow_color); - - state.canvas_shader.set_uniform(CanvasShaderGLES3::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth)); - if (light->radius_cache == 0) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_GRADIENT, 0.0); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1)); - } - state.canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1); -#endif - } - } -} - -void RasterizerCanvasBaseGLES3::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 OpenGL 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 RasterizerCanvasBaseGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) { -} - -void RasterizerCanvasBaseGLES3::_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 RasterizerCanvasBaseGLES3::_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) { - glBindVertexArray(data.polygon_buffer_pointer_array); - 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(RS::ARRAY_VERTEX); - glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); - buffer_ofs = buffer_ofs_after; - - if (p_singlecolor) { - glDisableVertexAttribArray(RS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { - glDisableVertexAttribArray(RS::ARRAY_COLOR); - glVertexAttrib4f(RS::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(RS::ARRAY_COLOR); - glVertexAttribPointer(RS::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(RS::ARRAY_TEX_UV); - glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs = buffer_ofs_after; - } else { - glDisableVertexAttribArray(RS::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(RS::ARRAY_WEIGHTS); - glVertexAttribPointer(RS::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(RS::ARRAY_BONES); - glVertexAttribPointer(RS::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(RS::ARRAY_WEIGHTS); - glDisableVertexAttribArray(RS::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++; - } - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -} - -void RasterizerCanvasBaseGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { - glBindVertexArray(data.polygon_buffer_pointer_array); - 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(RS::ARRAY_VERTEX); - glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); - buffer_ofs = buffer_ofs_after; - - if (p_singlecolor) { - glDisableVertexAttribArray(RS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { - glDisableVertexAttribArray(RS::ARRAY_COLOR); - glVertexAttrib4f(RS::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(RS::ARRAY_COLOR); - glVertexAttribPointer(RS::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(RS::ARRAY_TEX_UV); - glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs = buffer_ofs_after; - } else { - glDisableVertexAttribArray(RS::ARRAY_TEX_UV); - } - - glDrawArrays(p_primitive, 0, p_vertex_count); - storage->info.render._2d_draw_call_count++; - - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); -} - -void RasterizerCanvasBaseGLES3::_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) { - glBindVertexArray(data.polygon_buffer_pointer_array); - 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(RS::ARRAY_VERTEX); - glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); - buffer_ofs = buffer_ofs_after; - - if (p_singlecolor) { - glDisableVertexAttribArray(RS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { - glDisableVertexAttribArray(RS::ARRAY_COLOR); - glVertexAttrib4f(RS::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(RS::ARRAY_COLOR); - glVertexAttribPointer(RS::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(RS::ARRAY_TEX_UV); - glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs = buffer_ofs_after; - } else { - glDisableVertexAttribArray(RS::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++; - } - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -} - -void RasterizerCanvasBaseGLES3::_legacy_draw_poly_triangles(Item::CommandPolygon *p_poly, RasterizerStorageGLES3::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 - //RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); - RasterizerStorageGLES3::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(CanvasShaderGLES3::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 RasterizerCanvasBaseGLES3::_legacy_draw_primitive(Item::CommandPrimitive *p_pr, RasterizerStorageGLES3::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(RS::ARRAY_COLOR); - glVertexAttrib4fv(RS::ARRAY_COLOR, p_pr->colors[0].components); - - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); - - _draw_gui_primitive(p_pr->point_count, p_pr->points, NULL, NULL); -} - -void RasterizerCanvasBaseGLES3::_legacy_draw_line(Item::CommandPrimitive *p_pr, RasterizerStorageGLES3::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(RS::ARRAY_COLOR); - glVertexAttrib4fv(RS::ARRAY_COLOR, p_pr->colors[0].components); - - state.canvas_shader.set_uniform(CanvasShaderGLES3::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 RasterizerCanvasBaseGLES3::_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 version = 0; - int color_offset = 0; - int uv_offset = 0; - int light_angle_offset = 0; - int stride = 2; - - if (p_colors) { - version |= 1; - color_offset = stride; - stride += 4; - } - - if (p_uvs) { - version |= 2; - uv_offset = stride; - stride += 2; - } - - if (p_light_angles) { //light_angles - version |= 4; - 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); - - glBindVertexArray(data.polygon_buffer_quad_arrays[version]); - - glDrawArrays(prim[p_points], 0, p_points); - storage->info.render._2d_draw_call_count++; - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); -} - -void RasterizerCanvasBaseGLES3::_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(CopyShaderGLES3::USE_COPY_SECTION, true); - } - - storage->shaders.copy.set_conditional(CopyShaderGLES3::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(CopyShaderGLES3::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(CopyShaderGLES3::USE_COPY_SECTION, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_NO_ALPHA, false); - - storage->bind_framebuffer(storage->frame.current_rt->fbo); - glEnable(GL_BLEND); -} - -void RasterizerCanvasBaseGLES3::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 - RasterizerStorageGLES3::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(CanvasShadowShaderGLES3::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); - - RS::CanvasOccluderPolygonCullMode cull = RS::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(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection); - state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light); - state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::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) { - RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get_or_null(instance->polygon_buffer); - if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) { - instance = instance->next; - continue; - } - - state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache); - - RS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; - - if (transformed_cull_cache != RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && - (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) { - transformed_cull_cache = - transformed_cull_cache == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? - RS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : - RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; - } - - if (cull != transformed_cull_cache) { - cull = transformed_cull_cache; - switch (cull) { - case RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { - glDisable(GL_CULL_FACE); - - } break; - case RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { - glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); - } break; - case RS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); - - } break; - } - } - - glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id); - glEnableVertexAttribArray(RS::ARRAY_VERTEX); - glVertexAttribPointer(RS::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 RasterizerCanvasBaseGLES3::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(LensDistortedShaderGLES3::OFFSET, offset); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::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); -} - -void RasterizerCanvasBaseGLES3::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); - - glGenVertexArrays(1, &data.canvas_quad_array); - glBindVertexArray(data.canvas_quad_array); - glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); - glEnableVertexAttribArray(0); - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - } - - { - //particle quad buffers - - glGenBuffers(1, &data.particle_quad_vertices); - glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices); - { - //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle - const float qv[16] = { - -0.5, -0.5, - 0.0, 0.0, - -0.5, 0.5, - 0.0, 1.0, - 0.5, 0.5, - 1.0, 1.0, - 0.5, -0.5, - 1.0, 0.0 - }; - - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW); - } - - glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - - glGenVertexArrays(1, &data.particle_quad_array); - glBindVertexArray(data.particle_quad_array); - glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices); - glEnableVertexAttribArray(RS::ARRAY_VERTEX); - glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr); - glEnableVertexAttribArray(RS::ARRAY_TEX_UV); - glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8)); - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - } - - // polygon buffer - { - uint32_t poly_size = 128; //GLOBAL_DEF_RST("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, 2); // minimum 2k, may still see anomalies in editor - poly_size *= 1024; //kb - glGenBuffers(1, &data.polygon_buffer); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - glBufferData(GL_ARRAY_BUFFER, poly_size, nullptr, GL_DYNAMIC_DRAW); //allocate max size - glBindBuffer(GL_ARRAY_BUFFER, 0); - data.polygon_buffer_size = poly_size; - - //quad arrays - for (int i = 0; i < Data::NUM_QUAD_ARRAY_VARIATIONS; i++) { - glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]); - glBindVertexArray(data.polygon_buffer_quad_arrays[i]); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - - int uv_ofs = 0; - int color_ofs = 0; - int light_angle_ofs = 0; - int stride = 2 * 4; - - if (i & 1) { //color - color_ofs = stride; - stride += 4 * 4; - } - - if (i & 2) { //uv - uv_ofs = stride; - stride += 2 * 4; - } - - if (i & 4) { //light_angle - light_angle_ofs = stride; - stride += 1 * 4; - } - - glEnableVertexAttribArray(RS::ARRAY_VERTEX); - glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, nullptr); - - if (i & 1) { - glEnableVertexAttribArray(RS::ARRAY_COLOR); - glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); - } - - if (i & 2) { - glEnableVertexAttribArray(RS::ARRAY_TEX_UV); - glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs)); - } - - if (i & 4) { - // reusing tangent for light_angle - glEnableVertexAttribArray(RS::ARRAY_TANGENT); - glVertexAttribPointer(RS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(light_angle_ofs)); - } - - glBindVertexArray(0); - } - - glGenVertexArrays(1, &data.polygon_buffer_pointer_array); - - uint32_t index_size = 128; //GLOBAL_DEF_RST("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, 2); - 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, nullptr, GL_DYNAMIC_DRAW); //allocate max size - 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); - } - - store_transform3d(Transform3D(), state.canvas_item_ubo_data.projection_matrix); - - glGenBuffers(1, &state.canvas_item_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); - glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - state.canvas_shadow_shader.init(); - state.canvas_shader.init(); - _set_texture_rect_mode(true); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); - - state.canvas_shader.bind(); - - state.lens_shader.init(); - - state.canvas_shader.set_conditional(CanvasShaderGLES3::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 RasterizerCanvasBaseGLES3::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 RasterizerCanvasBaseGLES3::free_polygon(PolygonID p_polygon) { - _polydata.free(p_polygon); -} - -void RasterizerCanvasBaseGLES3::finalize() { - glDeleteBuffers(1, &data.canvas_quad_vertices); - glDeleteVertexArrays(1, &data.canvas_quad_array); - - glDeleteBuffers(1, &data.canvas_quad_vertices); - glDeleteVertexArrays(1, &data.canvas_quad_array); - - glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array); -} - -RasterizerCanvasBaseGLES3::RasterizerCanvasBaseGLES3() { -} - -#endif // GLES3_BACKEND_ENABLED |