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Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp1169
1 files changed, 900 insertions, 269 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index aa96703d80..2a524e8c3a 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* rasterizer_canvas_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. */
-/*************************************************************************/
+/**************************************************************************/
+/* rasterizer_canvas_gles3.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_gles3.h"
@@ -36,26 +36,14 @@
#include "rasterizer_scene_gles3.h"
#include "core/config/project_settings.h"
+#include "core/math/geometry_2d.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
-#ifndef GLES_OVER_GL
-#define glClearDepth glClearDepthf
-#endif
-
-//static const GLenum gl_primitive[] = {
-// GL_POINTS,
-// GL_LINES,
-// GL_LINE_STRIP,
-// GL_LINE_LOOP,
-// GL_TRIANGLES,
-// GL_TRIANGLE_STRIP,
-// GL_TRIANGLE_FAN
-//};
-
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.columns[0][0];
p_mat4[1] = p_transform.columns[0][1];
@@ -118,22 +106,26 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
// Clear out any state that may have been left from the 3D pass.
reset_canvas();
- if (state.canvas_instance_data_buffers[state.current_buffer].fence != GLsync()) {
+ if (state.canvas_instance_data_buffers[state.current_data_buffer_index].fence != GLsync()) {
GLint syncStatus;
- glGetSynciv(state.canvas_instance_data_buffers[state.current_buffer].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+ glGetSynciv(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
if (syncStatus == GL_UNSIGNALED) {
// If older than 2 frames, wait for sync OpenGL can have up to 3 frames in flight, any more and we need to sync anyway.
- if (state.canvas_instance_data_buffers[state.current_buffer].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
+ if (state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used < RSG::rasterizer->get_frame_number() - 2) {
#ifndef WEB_ENABLED
// On web, we do nothing as the glSubBufferData will force a sync anyway and WebGL does not like waiting.
- glClientWaitSync(state.canvas_instance_data_buffers[state.current_buffer].fence, 0, 100000000); // wait for up to 100ms
+ glClientWaitSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence, 0, 100000000); // wait for up to 100ms
#endif
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
+ glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
} else {
// Used in last frame or frame before that. OpenGL can get up to two frames behind, so these buffers may still be in use
// Allocate a new buffer and use that.
@@ -141,9 +133,9 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
} else {
// Already finished all rendering commands, we can use it.
- state.canvas_instance_data_buffers[state.current_buffer].last_frame_used = RSG::rasterizer->get_frame_number();
- glDeleteSync(state.canvas_instance_data_buffers[state.current_buffer].fence);
- state.canvas_instance_data_buffers[state.current_buffer].fence = GLsync();
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].last_frame_used = RSG::rasterizer->get_frame_number();
+ glDeleteSync(state.canvas_instance_data_buffers[state.current_data_buffer_index].fence);
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = GLsync();
}
}
@@ -174,7 +166,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
- //_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
+ _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height; //0..1 here
@@ -185,8 +177,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
- /*
- if (state.shadow_fb.is_valid()) {
+ if (state.shadow_fb != 0) {
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
@@ -195,15 +186,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].shadow_z_far_inv = 1.0;
state.light_uniforms[index].shadow_y_ofs = 0;
}
- */
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
- /*
+
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
- */
l->render_index_cache = index;
@@ -252,24 +241,22 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
- /*
- if (state.shadow_fb.is_valid()) {
- state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
- state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
- state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
- } else {
- state.light_uniforms[index].shadow_pixel_size = 1.0;
- state.light_uniforms[index].shadow_z_far_inv = 1.0;
- state.light_uniforms[index].shadow_y_ofs = 0;
- }
- */
+ if (state.shadow_fb != 0) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
- /*
+
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
- */
if (clight->texture.is_valid()) {
Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
@@ -295,7 +282,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (light_count > 0) {
- glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
+ glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].light_ubo);
#ifdef WEB_ENABLED
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
@@ -313,6 +300,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, texture_atlas);
+ GLuint shadow_tex = state.shadow_texture;
+ if (shadow_tex == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ shadow_tex = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, shadow_tex);
}
{
@@ -321,9 +315,14 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
+ // If we've overridden the render target's color texture, then we need
+ // to invert the Y axis, so 2D texture appear right side up.
+ // We're probably rendering directly to an XR device.
+ float y_scale = texture_storage->render_target_get_override_color(p_to_render_target).is_valid() ? -2.0f : 2.0f;
+
Transform3D screen_transform;
screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
- screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
+ screen_transform.scale(Vector3(2.0f / ssize.width, y_scale / ssize.height, 1.0f));
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
@@ -342,8 +341,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- glViewport(0, 0, render_target_size.x, render_target_size.y);
-
state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
@@ -366,7 +363,8 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_data_buffer_index].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@@ -375,11 +373,17 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
+
{
state.default_filter = p_default_filter;
state.default_repeat = p_default_repeat;
}
+ Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
+ glViewport(0, 0, render_target_size.x, render_target_size.y);
+
r_sdf_used = false;
int item_count = 0;
bool backbuffer_cleared = false;
@@ -389,11 +393,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
bool backbuffer_gen_mipmaps = false;
+ bool update_skeletons = false;
Item *ci = p_item_list;
Item *canvas_group_owner = nullptr;
- uint32_t starting_index = 0;
+ state.last_item_index = 0;
while (ci) {
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
@@ -430,10 +435,30 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
}
+ if (ci->skeleton.is_valid()) {
+ const Item::Command *c = ci->commands;
+
+ while (c) {
+ if (c->type == Item::Command::TYPE_MESH) {
+ const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
+ if (cm->mesh_instance.is_valid()) {
+ mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
+ mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
+ update_skeletons = true;
+ }
+ }
+ c = c->next;
+ }
+ }
+
if (ci->canvas_group_owner != nullptr) {
if (canvas_group_owner == nullptr) {
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
// Canvas group begins here, render until before this item
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
item_count = 0;
if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
@@ -460,7 +485,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (ci == canvas_group_owner) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, true);
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true);
item_count = 0;
if (ci->canvas_group->blur_mipmaps) {
@@ -473,9 +502,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
if (backbuffer_copy) {
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
//render anything pending, including clearing if no items
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
item_count = 0;
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
@@ -497,7 +530,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
items[item_count++] = ci;
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, starting_index, false);
+ if (update_skeletons) {
+ mesh_storage->update_mesh_instances();
+ update_skeletons = false;
+ }
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used);
//then reset
item_count = 0;
}
@@ -509,14 +546,15 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
RenderingServerDefault::redraw_request();
}
- state.canvas_instance_data_buffers[state.current_buffer].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// Clear out state used in 2D pass
reset_canvas();
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
+ state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
+ state.current_instance_buffer_index = 0;
}
-void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer) {
+void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
canvas_begin(p_to_render_target, p_to_backbuffer);
@@ -528,22 +566,22 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
uint32_t index = 0;
Item *current_clip = nullptr;
+ GLES3::CanvasShaderData *shader_data_cache = nullptr;
// Record Batches.
// First item always forms its own batch.
bool batch_broken = false;
- _new_batch(batch_broken, index);
+ _new_batch(batch_broken);
// Override the start position and index as we want to start from where we finished off last time.
- state.canvas_instance_batches[state.current_batch_index].start = r_last_index * sizeof(InstanceData);
+ state.canvas_instance_batches[state.current_batch_index].start = state.last_item_index;
index = 0;
- _align_instance_data_buffer(index);
for (int i = 0; i < p_item_count; i++) {
Item *ci = items[i];
if (ci->final_clip_owner != state.canvas_instance_batches[state.current_batch_index].clip) {
- _new_batch(batch_broken, index);
+ _new_batch(batch_broken);
state.canvas_instance_batches[state.current_batch_index].clip = ci->final_clip_owner;
current_clip = ci->final_clip_owner;
}
@@ -555,17 +593,18 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
material = default_clip_children_material;
}
} else {
- if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
- material = default_clip_children_material;
- } else {
- material = default_canvas_group_material;
+ if (material.is_null()) {
+ if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
+ material = default_clip_children_material;
+ } else {
+ material = default_canvas_group_material;
+ }
}
}
}
- GLES3::CanvasShaderData *shader_data_cache = nullptr;
if (material != state.canvas_instance_batches[state.current_batch_index].material) {
- _new_batch(batch_broken, index);
+ _new_batch(batch_broken);
GLES3::CanvasMaterialData *material_data = nullptr;
if (material.is_valid()) {
@@ -584,10 +623,10 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
- _record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
+ _record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken, r_sdf_used);
}
- if (r_last_index >= index) {
+ if (index == 0) {
// Nothing to render, just return.
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
@@ -595,14 +634,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
}
// Copy over all data needed for rendering.
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[state.current_buffer].ubo);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
#ifdef WEB_ENABLED
- glBufferSubData(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
+ glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * index, state.instance_data_array);
#else
// On Desktop and mobile we map the memory without synchronizing for maximum speed.
- void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, r_last_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
- memcpy(ubo, state.instance_data_array, index * sizeof(InstanceData));
- glUnmapBuffer(GL_UNIFORM_BUFFER);
+ void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(buffer, state.instance_data_array, index * sizeof(InstanceData));
+ glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
glDisable(GL_SCISSOR_TEST);
@@ -628,7 +667,21 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
uint64_t specialization = 0;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
- _bind_material(material_data, variant, specialization);
+ specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
+ RID shader_version = data.canvas_shader_default_version;
+
+ if (material_data) {
+ if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
+ // Bind uniform buffer and textures
+ material_data->bind_uniforms();
+ shader_version = material_data->shader_data->version;
+ }
+ }
+
+ bool success = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(shader_version, variant, specialization);
+ if (!success) {
+ continue;
+ }
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -709,14 +762,14 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
- r_last_index += index;
+ state.last_item_index += index;
}
-void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
+void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used) {
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].filter = texture_filter;
}
@@ -724,7 +777,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? state.default_repeat : p_item->texture_repeat;
if (texture_repeat != state.canvas_instance_batches[state.current_batch_index].repeat) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].repeat = texture_repeat;
}
@@ -755,7 +808,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
light_count++;
- if (light_count == data.max_lights_per_item) {
+ if (light_count == data.max_lights_per_item - 1) {
break;
}
}
@@ -768,7 +821,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
bool lights_disabled = light_count == 0 && !state.using_directional_lights;
if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
}
@@ -805,18 +858,19 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
- Color blend_color;
+ Color blend_color = base_color;
+ GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
if (c->type == Item::Command::TYPE_RECT) {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_LCD) {
- p_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
+ blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
blend_color = rect->modulate * base_color;
}
}
- if (p_blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
- _new_batch(r_batch_broken, r_index);
- state.canvas_instance_batches[state.current_batch_index].blend_mode = p_blend_mode;
+ if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
+ _new_batch(r_batch_broken);
+ state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
}
@@ -825,12 +879,12 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_TILE && state.canvas_instance_batches[state.current_batch_index].repeat != RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
}
if (rect->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_RECT) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = rect->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_RECT;
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -857,14 +911,16 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
+ state.instance_data_array[r_index].flags |= FLAGS_FLIP_H;
}
if (rect->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
+ state.instance_data_array[r_index].flags |= FLAGS_FLIP_V;
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
- dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
+ state.instance_data_array[r_index].flags |= FLAGS_TRANSPOSE_RECT;
}
if (rect->flags & CANVAS_RECT_CLIP_UV) {
@@ -918,7 +974,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
if (np->texture != state.canvas_instance_batches[state.current_batch_index].tex || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_NINEPATCH) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = np->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_NINEPATCH;
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -983,7 +1039,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
// Polygon's can't be batched, so always create a new batch
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
state.canvas_instance_batches[state.current_batch_index].tex = polygon->texture;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_POLYGON;
@@ -1010,14 +1066,16 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
if (primitive->point_count != state.canvas_instance_batches[state.current_batch_index].primitive_points || state.canvas_instance_batches[state.current_batch_index].command_type != Item::Command::TYPE_PRIMITIVE) {
- _new_batch(r_batch_broken, r_index);
- state.canvas_instance_batches[state.current_batch_index].tex = RID();
+ _new_batch(r_batch_broken);
+ state.canvas_instance_batches[state.current_batch_index].tex = primitive->texture;
state.canvas_instance_batches[state.current_batch_index].primitive_points = primitive->point_count;
state.canvas_instance_batches[state.current_batch_index].command_type = Item::Command::TYPE_PRIMITIVE;
state.canvas_instance_batches[state.current_batch_index].command = c;
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_PRIMITIVE;
}
+ _prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
+
for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
@@ -1033,10 +1091,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
if (primitive->point_count == 4) {
// Reset base data.
_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
- state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
-
- state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
+ _prepare_canvas_texture(state.canvas_instance_batches[state.current_batch_index].tex, state.canvas_instance_batches[state.current_batch_index].filter, state.canvas_instance_batches[state.current_batch_index].repeat, r_index, texpixel_size);
for (uint32_t j = 0; j < 3; j++) {
int offset = j == 0 ? 0 : 1;
@@ -1058,7 +1113,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
// Mesh's can't be batched, so always create a new batch
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
Color modulate(1, 1, 1, 1);
state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_ATTRIBUTES;
@@ -1067,15 +1122,48 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
modulate = m->modulate;
+
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
- uint32_t instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(mm->multimesh);
- if (instance_count > 1) {
- state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+
+ if (GLES3::MeshStorage::get_singleton()->multimesh_uses_colors(mm->multimesh)) {
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
+ }
+ if (GLES3::MeshStorage::get_singleton()->multimesh_uses_custom_data(mm->multimesh)) {
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
}
} else if (c->type == Item::Command::TYPE_PARTICLES) {
- WARN_PRINT_ONCE("Particles not supported yet, sorry :(");
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
+ RID particles = pt->particles;
+ state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
+
+ if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
+ // Pass collision information.
+ Transform2D xform = p_item->final_transform;
+
+ GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
+
+ Rect2 to_screen;
+ {
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
+ to_screen.position = -sdf_rect.position * to_screen.size;
+ }
+
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
+ } else {
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), 0);
+ }
+ r_sdf_used |= particles_storage->particles_has_collision(particles);
}
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -1105,7 +1193,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
if (current_clip) {
if (ci->ignore != reclip) {
- _new_batch(r_batch_broken, r_index);
+ _new_batch(r_batch_broken);
if (ci->ignore) {
state.canvas_instance_batches[state.current_batch_index].clip = nullptr;
reclip = true;
@@ -1145,26 +1233,15 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
_bind_canvas_texture(state.canvas_instance_batches[p_index].tex, state.canvas_instance_batches[p_index].filter, state.canvas_instance_batches[p_index].repeat);
- // Bind the region of the UBO used by this batch.
- // If region exceeds the boundary of the UBO, just ignore.
- uint32_t range_bytes = data.max_instances_per_batch * sizeof(InstanceData);
- if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - 1) * sizeof(InstanceData)) {
- return;
- } else if (state.canvas_instance_batches[p_index].start >= (data.max_instances_per_ubo - data.max_instances_per_batch) * sizeof(InstanceData)) {
- // If we have less than a full batch at the end, we can just draw it anyway.
- // OpenGL will complain about the UBO being smaller than expected, but it should render fine.
- range_bytes = (data.max_instances_per_ubo - 1) * sizeof(InstanceData) - state.canvas_instance_batches[p_index].start;
- }
-
- uint32_t range_start = state.canvas_instance_batches[p_index].start;
- glBindBufferRange(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].ubo, range_start, range_bytes);
-
switch (state.canvas_instance_batches[p_index].command_type) {
case Item::Command::TYPE_RECT:
case Item::Command::TYPE_NINEPATCH: {
glBindVertexArray(data.indexed_quad_array);
- glDrawElements(GL_TRIANGLES, state.canvas_instance_batches[p_index].instance_count * 6, GL_UNSIGNED_INT, 0);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
+ uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
+ _enable_attributes(range_start, false);
+
+ glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0, state.canvas_instance_batches[p_index].instance_count);
glBindVertexArray(0);
} break;
@@ -1176,18 +1253,21 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
ERR_FAIL_COND(!pb);
glBindVertexArray(pb->vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
+
+ uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
+ _enable_attributes(range_start, false);
if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
}
if (pb->index_buffer != 0) {
- glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
+ glDrawElementsInstanced(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr, 1);
} else {
- glDrawArrays(prim[polygon->primitive], 0, pb->count);
+ glDrawArraysInstanced(prim[polygon->primitive], 0, pb->count, 1);
}
glBindVertexArray(0);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
if (pb->color_disabled && pb->color != Color(1.0, 1.0, 1.0, 1.0)) {
// Reset so this doesn't pollute other draw calls.
@@ -1197,14 +1277,16 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
case Item::Command::TYPE_PRIMITIVE: {
glBindVertexArray(data.canvas_quad_array);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
+ uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
+ _enable_attributes(range_start, true);
+
const GLenum primitive[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
int instance_count = state.canvas_instance_batches[p_index].instance_count;
- if (instance_count > 1) {
+ ERR_FAIL_COND(instance_count <= 0);
+ if (instance_count >= 1) {
glDrawArraysInstanced(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points, instance_count);
- } else {
- glDrawArrays(primitive[state.canvas_instance_batches[p_index].primitive_points], 0, state.canvas_instance_batches[p_index].primitive_points);
}
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
} break;
@@ -1212,20 +1294,21 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
RID mesh;
RID mesh_instance;
- RID texture;
uint32_t instance_count = 1;
- GLuint multimesh_buffer = 0;
- uint32_t multimesh_stride = 0;
- uint32_t multimesh_color_offset = 0;
- bool multimesh_uses_color = false;
- bool multimesh_uses_custom_data = false;
+ GLuint instance_buffer = 0;
+ uint32_t instance_stride = 0;
+ uint32_t instance_color_offset = 0;
+ bool instance_uses_color = false;
+ bool instance_uses_custom_data = false;
if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(state.canvas_instance_batches[p_index].command);
mesh = m->mesh;
mesh_instance = m->mesh_instance;
+
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(state.canvas_instance_batches[p_index].command);
RID multimesh = mm->multimesh;
@@ -1241,13 +1324,37 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
break;
}
- multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
- multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
- multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
- multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
- multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
+ instance_stride = mesh_storage->multimesh_get_stride(multimesh);
+ instance_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
+ instance_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
+ instance_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_PARTICLES) {
- // Do nothing for now.
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(state.canvas_instance_batches[p_index].command);
+ RID particles = pt->particles;
+ mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
+
+ ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
+ particles_storage->particles_request_process(particles);
+
+ if (particles_storage->particles_is_inactive(particles)) {
+ break;
+ }
+
+ RenderingServerDefault::redraw_request(); // Active particles means redraw request.
+
+ int dpc = particles_storage->particles_get_draw_passes(particles);
+ if (dpc == 0) {
+ break; // Nothing to draw.
+ }
+
+ instance_count = particles_storage->particles_get_amount(particles);
+ instance_buffer = particles_storage->particles_get_gl_buffer(particles);
+ instance_stride = 12; // 8 bytes for instance transform and 4 bytes for packed color and custom.
+ instance_color_offset = 8; // 8 bytes for instance transform.
+ instance_uses_color = true;
+ instance_uses_custom_data = true;
}
ERR_FAIL_COND(mesh.is_null());
@@ -1273,43 +1380,44 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
bool use_index_buffer = false;
glBindVertexArray(vertex_array_gl);
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.canvas_instance_batches[p_index].instance_buffer_index]);
+
+ uint32_t range_start = state.canvas_instance_batches[p_index].start * sizeof(InstanceData);
+ _enable_attributes(range_start, false, instance_count);
+
if (index_array_gl != 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
use_index_buffer = true;
}
if (instance_count > 1) {
+ if (instance_buffer == 0) {
+ break;
+ }
// Bind instance buffers.
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(2, 1);
- if (multimesh_uses_color || multimesh_uses_custom_data) {
+ if (instance_uses_color || instance_uses_custom_data) {
glEnableVertexAttribArray(5);
- glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
+ glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(instance_color_offset * sizeof(float)));
glVertexAttribDivisor(5, 1);
}
}
GLenum primitive_gl = prim[int(primitive)];
- if (instance_count == 1) {
- if (use_index_buffer) {
- glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0);
- } else {
- glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface));
- }
- } else if (instance_count > 1) {
- if (use_index_buffer) {
- glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
- } else {
- glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
- }
- }
+ if (use_index_buffer) {
+ glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
+ } else {
+ glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if (instance_count > 1) {
glDisableVertexAttribArray(5);
@@ -1329,20 +1437,30 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
}
void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broken) {
- if (r_index >= data.max_instances_per_ubo - 1) {
- WARN_PRINT_ONCE("Trying to draw too many items. Please increase maximum number of items in the project settings 'rendering/gl_compatibility/item_buffer_size'");
- return;
- }
-
- if (state.canvas_instance_batches[state.current_batch_index].instance_count >= data.max_instances_per_batch) {
- _new_batch(r_batch_broken, r_index);
- }
-
state.canvas_instance_batches[state.current_batch_index].instance_count++;
r_index++;
+ if (r_index >= data.max_instances_per_buffer) {
+ // Copy over all data needed for rendering right away
+ // then go back to recording item commands.
+ glBindBuffer(GL_ARRAY_BUFFER, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index]);
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), sizeof(InstanceData) * r_index, state.instance_data_array);
+#else
+ // On Desktop and mobile we map the memory without synchronizing for maximum speed.
+ void *buffer = glMapBufferRange(GL_ARRAY_BUFFER, state.last_item_index * sizeof(InstanceData), r_index * sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(buffer, state.instance_data_array, r_index * sizeof(InstanceData));
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+#endif
+ _allocate_instance_buffer();
+ r_index = 0;
+ state.last_item_index = 0;
+ r_batch_broken = false; // Force a new batch to be created
+ _new_batch(r_batch_broken);
+ state.canvas_instance_batches[state.current_batch_index].start = 0;
+ }
}
-void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index) {
+void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
if (state.canvas_instance_batches.size() == 0) {
state.canvas_instance_batches.push_back(Batch());
return;
@@ -1357,27 +1475,25 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
// Copy the properties of the current batch, we will manually update the things that changed.
Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
new_batch.instance_count = 0;
- new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count * sizeof(InstanceData);
-
+ new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
+ new_batch.instance_buffer_index = state.current_instance_buffer_index;
state.current_batch_index++;
state.canvas_instance_batches.push_back(new_batch);
- _align_instance_data_buffer(r_index);
}
-void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
- if (p_material_data) {
- if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
- // Bind uniform buffer and textures
- p_material_data->bind_uniforms();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
- } else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
- }
- } else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
+void RasterizerCanvasGLES3::_enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate) {
+ uint32_t split = p_primitive ? 11 : 12;
+ for (uint32_t i = 6; i < split; i++) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
+ glVertexAttribDivisor(i, p_rate);
+ }
+ for (uint32_t i = split; i <= 13; i++) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribIPointer(i, 4, GL_UNSIGNED_INT, sizeof(InstanceData), CAST_INT_TO_UCHAR_PTR(p_start + (i - 6) * 4 * sizeof(float)));
+ glVertexAttribDivisor(i, p_rate);
}
}
-
RID RasterizerCanvasGLES3::light_create() {
CanvasLight canvas_light;
return canvas_light_owner.make_rid(canvas_light);
@@ -1391,6 +1507,9 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
if (cl->texture == p_texture) {
return;
}
+
+ ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
+
if (cl->texture.is_valid()) {
texture_storage->texture_remove_from_texture_atlas(cl->texture);
}
@@ -1402,28 +1521,525 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+
+ cl->shadow.enabled = p_enable;
}
void RasterizerCanvasGLES3::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) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ cl->shadow.z_far = p_far;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+ glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_BLEND);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ glClearColor(p_far, p_far, p_far, 1.0);
+ glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ for (int i = 0; i < 4; i++) {
+ glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
+
+ Projection 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::deg_to_rad(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::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+
+ projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+
+ static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, p_far, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = p_light_xform * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ if (co->cull_mode != cull_mode) {
+ if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
+ }
+ cull_mode = co->cull_mode;
+ }
+
+ glBindVertexArray(co->vertex_array);
+ glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+ }
+
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
}
void RasterizerCanvasGLES3::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) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ Vector2 light_dir = p_light_xform.columns[1].normalized();
+
+ Vector2 center = p_clip_rect.get_center();
+
+ float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
+
+ Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
+ float distance = to_edge_distance * 2.0 + p_cull_distance;
+ float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
+
+ cl->shadow.z_far = distance;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
+
+ Transform2D to_light_xform;
+
+ to_light_xform[2] = from_pos;
+ to_light_xform[1] = light_dir;
+ to_light_xform[0] = -light_dir.orthogonal();
+
+ to_light_xform.invert();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+ glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_BLEND);
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ glClearColor(1.0, 1.0, 1.0, 1.0);
+ glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ Projection projection;
+ projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
+ projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 1.0, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, distance, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = to_light_xform * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ if (co->cull_mode != cull_mode) {
+ if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
+ }
+ cull_mode = co->cull_mode;
+ }
+
+ glBindVertexArray(co->vertex_array);
+ glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+
+ Transform2D to_shadow;
+ to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
+ to_shadow.columns[2].x = 0.5;
+
+ cl->shadow.directional_xform = to_shadow * to_light_xform;
+
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_CULL_FACE);
+}
+
+void RasterizerCanvasGLES3::_update_shadow_atlas() {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+
+ if (state.shadow_fb == 0) {
+ glActiveTexture(GL_TEXTURE0);
+
+ glGenFramebuffers(1, &state.shadow_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
+
+ glGenRenderbuffers(1, &state.shadow_depth_buffer);
+ glBindRenderbuffer(GL_RENDERBUFFER, state.shadow_depth_buffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, state.shadow_texture_size, data.max_lights_per_render * 2);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, state.shadow_depth_buffer);
+
+ glGenTextures(1, &state.shadow_texture);
+ glBindTexture(GL_TEXTURE_2D, state.shadow_texture);
+ if (config->float_texture_supported) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RED, GL_FLOAT, nullptr);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.shadow_texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &state.shadow_fb);
+ glDeleteTextures(1, &state.shadow_texture);
+ glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
+ state.shadow_fb = 0;
+ state.shadow_texture = 0;
+ state.shadow_depth_buffer = 0;
+ WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
+ }
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
+ Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ Transform2D to_sdf;
+ to_sdf.columns[0] *= rect.size.width;
+ to_sdf.columns[1] *= rect.size.height;
+ to_sdf.columns[2] = rect.position;
+
+ Transform2D to_clip;
+ to_clip.columns[0] *= 2.0;
+ to_clip.columns[1] *= 2.0;
+ to_clip.columns[2] = -Vector2(1.0, 1.0);
+
+ to_clip = to_clip * to_sdf.affine_inverse();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fb);
+ glViewport(0, 0, rect.size.width, rect.size.height);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_SCISSOR_TEST);
+
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, 0.0, shadow_render.shader_version, variant);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!oc || oc->sdf_vertex_array == 0) {
+ instance = instance->next;
+ continue;
+ }
+
+ Transform2D modelview = to_clip * instance->xform_cache;
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
+
+ glBindVertexArray(oc->sdf_vertex_array);
+ glDrawElements(oc->sdf_is_lines ? GL_LINES : GL_TRIANGLES, oc->sdf_index_count, GL_UNSIGNED_INT, 0);
+
+ instance = instance->next;
+ }
+
+ texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
+ glBindVertexArray(0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID RasterizerCanvasGLES3::occluder_polygon_create() {
- return RID();
+ OccluderPolygon occluder;
+
+ return occluder_polygon_owner.make_rid(occluder);
}
void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!oc);
+
+ Vector<Vector2> lines;
+
+ if (p_points.size()) {
+ int lc = p_points.size() * 2;
+
+ lines.resize(lc - (p_closed ? 0 : 2));
+ {
+ Vector2 *w = lines.ptrw();
+ const Vector2 *r = p_points.ptr();
+
+ int max = lc / 2;
+ if (!p_closed) {
+ max--;
+ }
+ for (int i = 0; i < max; i++) {
+ Vector2 a = r[i];
+ Vector2 b = r[(i + 1) % (lc / 2)];
+ w[i * 2 + 0] = a;
+ w[i * 2 + 1] = b;
+ }
+ }
+ }
+
+ if (oc->line_point_count != lines.size() && oc->vertex_array != 0) {
+ glDeleteVertexArrays(1, &oc->vertex_array);
+ glDeleteBuffers(1, &oc->vertex_buffer);
+ glDeleteBuffers(1, &oc->index_buffer);
+
+ oc->vertex_array = 0;
+ oc->vertex_buffer = 0;
+ oc->index_buffer = 0;
+ }
+
+ if (lines.size()) {
+ Vector<uint8_t> geometry;
+ Vector<uint8_t> indices;
+ int lc = lines.size();
+
+ geometry.resize(lc * 6 * sizeof(float));
+ indices.resize(lc * 3 * sizeof(uint16_t));
+
+ {
+ uint8_t *vw = geometry.ptrw();
+ float *vwptr = reinterpret_cast<float *>(vw);
+ uint8_t *iw = indices.ptrw();
+ uint16_t *iwptr = (uint16_t *)iw;
+
+ const Vector2 *lr = lines.ptr();
+
+ const int POLY_HEIGHT = 16384;
+
+ for (int i = 0; i < lc / 2; i++) {
+ vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
+ vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
+ vwptr[i * 12 + 2] = POLY_HEIGHT;
+
+ vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
+ vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
+ vwptr[i * 12 + 5] = POLY_HEIGHT;
+
+ vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
+ vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
+ vwptr[i * 12 + 8] = -POLY_HEIGHT;
+
+ vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
+ vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
+ vwptr[i * 12 + 11] = -POLY_HEIGHT;
+
+ iwptr[i * 6 + 0] = i * 4 + 0;
+ iwptr[i * 6 + 1] = i * 4 + 1;
+ iwptr[i * 6 + 2] = i * 4 + 2;
+
+ iwptr[i * 6 + 3] = i * 4 + 2;
+ iwptr[i * 6 + 4] = i * 4 + 3;
+ iwptr[i * 6 + 5] = i * 4 + 0;
+ }
+ }
+
+ if (oc->vertex_array == 0) {
+ oc->line_point_count = lc;
+ glGenVertexArrays(1, &oc->vertex_array);
+ glBindVertexArray(oc->vertex_array);
+ glGenBuffers(1, &oc->vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
+
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
+
+ glGenBuffers(1, &oc->index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ } else {
+ glBindVertexArray(oc->vertex_array);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
+ }
+ }
+
+ // sdf
+
+ Vector<int> sdf_indices;
+
+ if (p_points.size()) {
+ if (p_closed) {
+ sdf_indices = Geometry2D::triangulate_polygon(p_points);
+ oc->sdf_is_lines = false;
+ } else {
+ int max = p_points.size();
+ sdf_indices.resize(max * 2);
+
+ int *iw = sdf_indices.ptrw();
+ for (int i = 0; i < max; i++) {
+ iw[i * 2 + 0] = i;
+ iw[i * 2 + 1] = (i + 1) % max;
+ }
+ oc->sdf_is_lines = true;
+ }
+ }
+
+ if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
+ glDeleteVertexArrays(1, &oc->sdf_vertex_array);
+ glDeleteBuffers(1, &oc->sdf_vertex_buffer);
+ glDeleteBuffers(1, &oc->sdf_index_buffer);
+
+ oc->sdf_vertex_array = 0;
+ oc->sdf_vertex_buffer = 0;
+ oc->sdf_index_buffer = 0;
+
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+ }
+
+ if (sdf_indices.size()) {
+ if (oc->sdf_vertex_array == 0) {
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+ glGenVertexArrays(1, &oc->sdf_vertex_array);
+ glBindVertexArray(oc->sdf_vertex_array);
+ glGenBuffers(1, &oc->sdf_vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
+
+ glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
+
+ glGenBuffers(1, &oc->sdf_index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindVertexArray(0);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ }
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!oc);
+ oc->cull_mode = p_mode;
}
void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
+ GLES3::Config *config = GLES3::Config::get_singleton();
+ p_size = nearest_power_of_2_templated(p_size);
+ if (p_size == state.shadow_texture_size) {
+ return;
+ }
+
+ if (p_size > config->max_texture_size) {
+ p_size = config->max_texture_size;
+ WARN_PRINT("Attempting to set CanvasItem shadow atlas size to " + itos(p_size) + " which is beyond limit of " + itos(config->max_texture_size) + "supported by hardware.");
+ }
+
+ state.shadow_texture_size = p_size;
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
@@ -1431,6 +2047,9 @@ bool RasterizerCanvasGLES3::free(RID p_rid) {
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!cl, false);
canvas_light_owner.free(p_rid);
+ } else if (occluder_polygon_owner.owns(p_rid)) {
+ occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
+ occluder_polygon_owner.free(p_rid);
} else {
return false;
}
@@ -1502,6 +2121,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
if (t) {
ERR_FAIL_COND(!t->canvas_texture);
ct = t->canvas_texture;
+ if (t->render_target) {
+ t->render_target->used_in_frame = true;
+ }
} else {
ct = texture_storage->get_canvas_texture(p_texture);
}
@@ -1529,6 +2151,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
texture->gl_set_filter(filter);
texture->gl_set_repeat(repeat);
+ if (texture->render_target) {
+ texture->render_target->used_in_frame = true;
+ }
}
GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
@@ -1542,6 +2167,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
normal_map->gl_set_filter(filter);
normal_map->gl_set_repeat(repeat);
+ if (normal_map->render_target) {
+ normal_map->render_target->used_in_frame = true;
+ }
}
GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
@@ -1555,6 +2183,9 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
specular_map->gl_set_filter(filter);
specular_map->gl_set_repeat(repeat);
+ if (specular_map->render_target) {
+ specular_map->render_target->used_in_frame = true;
+ }
}
}
@@ -1628,18 +2259,19 @@ void RasterizerCanvasGLES3::reset_canvas() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE0);
+
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
-void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
-}
-
-void RasterizerCanvasGLES3::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, Projection *p_xform_cache) {
-}
-
void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
}
@@ -1670,7 +2302,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
polygon_buffer.resize(buffer_size * sizeof(float));
{
glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
uint8_t *r = polygon_buffer.ptrw();
float *fptr = reinterpret_cast<float *>(r);
uint32_t *uptr = (uint32_t *)r;
@@ -1779,7 +2410,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
}
glGenBuffers(1, &pb.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
pb.count = p_indices.size();
}
@@ -1818,8 +2448,8 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
GLuint new_buffers[3];
glGenBuffers(3, new_buffers);
// Batch UBO.
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
+ glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
// Light uniform buffer.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
@@ -1827,36 +2457,34 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
- state.current_buffer = (state.current_buffer + 1);
+ state.current_data_buffer_index = (state.current_data_buffer_index + 1);
DataBuffer db;
- db.ubo = new_buffers[0];
+ db.instance_buffers.push_back(new_buffers[0]);
db.light_ubo = new_buffers[1];
db.state_ubo = new_buffers[2];
db.last_frame_used = RSG::rasterizer->get_frame_number();
- state.canvas_instance_data_buffers.insert(state.current_buffer, db);
- state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
+ state.canvas_instance_data_buffers.insert(state.current_data_buffer_index, db);
+ state.current_data_buffer_index = state.current_data_buffer_index % state.canvas_instance_data_buffers.size();
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
+void RasterizerCanvasGLES3::_allocate_instance_buffer() {
+ state.current_instance_buffer_index++;
-// Batch start positions need to be aligned to the device's GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT.
-// This needs to be called anytime a new batch is created.
-void RasterizerCanvasGLES3::_align_instance_data_buffer(uint32_t &r_index) {
- if (GLES3::Config::get_singleton()->uniform_buffer_offset_alignment > int(sizeof(InstanceData))) {
- uint32_t offset = state.canvas_instance_batches[state.current_batch_index].start % GLES3::Config::get_singleton()->uniform_buffer_offset_alignment;
- if (offset > 0) {
- // uniform_buffer_offset_alignment can be 4, 16, 32, or 256. Our instance batches are 128 bytes.
- // Accordingly, this branch is only triggered if we are 128 bytes off.
- uint32_t offset_bytes = GLES3::Config::get_singleton()->uniform_buffer_offset_alignment - offset;
- state.canvas_instance_batches[state.current_batch_index].start += offset_bytes;
- // Offset the instance array so it stays in sync with batch start points.
- // This creates gaps in the instance buffer with wasted space, but we can't help it.
- r_index += offset_bytes / sizeof(InstanceData);
- if (r_index > 0) {
- // In this case we need to copy over the basic data.
- state.instance_data_array[r_index] = state.instance_data_array[r_index - 1];
- }
- }
+ if (int(state.current_instance_buffer_index) < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
+ // We already allocated another buffer in a previous frame, so we can just use it.
+ return;
}
+
+ GLuint new_buffer;
+ glGenBuffers(1, &new_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, new_buffer);
+ glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+
+ state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(new_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::set_time(double p_time) {
@@ -2000,15 +2628,13 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
int uniform_max_size = config->max_uniform_buffer_size;
if (uniform_max_size < 65536) {
data.max_lights_per_render = 64;
- data.max_instances_per_batch = 128;
} else {
data.max_lights_per_render = 256;
- data.max_instances_per_batch = 512;
}
// Reserve 3 Uniform Buffers for instance data Frame N, N+1 and N+2
- data.max_instances_per_ubo = MAX(data.max_instances_per_batch, uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size")));
- data.max_instance_buffer_size = data.max_instances_per_ubo * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb
+ data.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/gl_compatibility/item_buffer_size"));
+ data.max_instance_buffer_size = data.max_instances_per_buffer * sizeof(InstanceData); // 16,384 instances * 128 bytes = 2,097,152 bytes = 2,048 kb
state.canvas_instance_data_buffers.resize(3);
state.canvas_instance_batches.reserve(200);
@@ -2016,8 +2642,8 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
GLuint new_buffers[3];
glGenBuffers(3, new_buffers);
// Batch UBO.
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, new_buffers[0]);
+ glBufferData(GL_ARRAY_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
// Light uniform buffer.
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
@@ -2025,51 +2651,39 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
DataBuffer db;
- db.ubo = new_buffers[0];
+ db.instance_buffers.push_back(new_buffers[0]);
db.light_ubo = new_buffers[1];
db.state_ubo = new_buffers[2];
db.last_frame_used = 0;
db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
state.canvas_instance_data_buffers[i] = db;
}
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
- state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
+ state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_buffer);
state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
{
- const uint32_t no_of_instances = data.max_instances_per_batch;
-
+ const uint32_t indices[6] = { 0, 2, 1, 3, 2, 0 };
glGenVertexArrays(1, &data.indexed_quad_array);
glBindVertexArray(data.indexed_quad_array);
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
-
- const uint32_t num_indices = 6;
- const uint32_t quad_indices[num_indices] = { 0, 2, 1, 3, 2, 0 };
-
- const uint32_t total_indices = no_of_instances * num_indices;
- uint32_t *indices = new uint32_t[total_indices];
- for (uint32_t i = 0; i < total_indices; i++) {
- uint32_t quad = i / num_indices;
- uint32_t quad_local = i % num_indices;
- indices[i] = quad_indices[quad_local] + quad * num_indices;
- }
-
glGenBuffers(1, &data.indexed_quad_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.indexed_quad_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * total_indices, indices, GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * 6, indices, GL_STATIC_DRAW);
glBindVertexArray(0);
- delete[] indices;
}
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
- global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines, 1);
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
+
+ shadow_render.shader.initialize();
+ shadow_render.shader_version = shadow_render.shader.version_create();
{
default_canvas_group_shader = material_storage->shader_allocate();
@@ -2079,9 +2693,12 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
// Default CanvasGroup shader.
shader_type canvas_item;
+render_mode unshaded;
+
+uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
if (c.a > 0.0001) {
c.rgb /= c.a;
@@ -2104,9 +2721,12 @@ void fragment() {
// Default clip children shader.
shader_type canvas_item;
+render_mode unshaded;
+
+uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
COLOR.rgb = c.rgb;
}
)");
@@ -2123,9 +2743,11 @@ void fragment() {
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
- GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ singleton = nullptr;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
+ shadow_render.shader.version_free(shadow_render.shader_version);
material_storage->material_free(default_canvas_group_material);
material_storage->shader_free(default_canvas_group_shader);
material_storage->material_free(default_clip_children_material);
@@ -2141,6 +2763,15 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
memdelete_arr(state.instance_data_array);
memdelete_arr(state.light_uniforms);
+
+ if (state.shadow_fb != 0) {
+ glDeleteFramebuffers(1, &state.shadow_fb);
+ glDeleteTextures(1, &state.shadow_texture);
+ glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
+ state.shadow_fb = 0;
+ state.shadow_texture = 0;
+ state.shadow_depth_buffer = 0;
+ }
}
#endif // GLES3_ENABLED