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path: root/drivers/gles3/rasterizer_canvas_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp120
1 files changed, 67 insertions, 53 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 79fec63db0..30aa22732c 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -146,10 +146,15 @@ void RasterizerCanvasGLES3::canvas_begin() {
if (storage->frame.current_rt && storage->frame.clear_request) {
// a clear request may be pending, so do it
+ bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
- glClearColor(storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a);
+ glClearColor(storage->frame.clear_request_color.r,
+ storage->frame.clear_request_color.g,
+ storage->frame.clear_request_color.b,
+ transparent ? storage->frame.clear_request_color.a : 1.0);
glClear(GL_COLOR_BUFFER_BIT);
storage->frame.clear_request = false;
+ glColorMask(1, 1, 1, transparent ? 1 : 0);
}
reset_canvas();
@@ -193,6 +198,7 @@ void RasterizerCanvasGLES3::canvas_end() {
glBindVertexArray(0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
+ glColorMask(1, 1, 1, 1);
state.using_texture_rect = false;
state.using_ninepatch = false;
@@ -216,12 +222,12 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
} else {
- texture = texture->get_ptr();
-
if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
+ texture = texture->get_ptr();
+
if (texture->render_target)
texture->render_target->used_in_frame = true;
@@ -257,12 +263,12 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
} else {
- normal_map = normal_map->get_ptr();
-
if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
+ normal_map = normal_map->get_ptr();
+
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = p_normal_map;
@@ -326,7 +332,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
#endif
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//color
#ifdef DEBUG_ENABLED
@@ -344,7 +350,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
@@ -356,7 +362,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
@@ -372,12 +378,12 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
glEnableVertexAttribArray(VS::ARRAY_BONES);
//glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
- glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(int) * 4 * p_vertex_count;
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
- glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(float) * 4 * p_vertex_count;
} else if (state.using_skeleton) {
@@ -417,7 +423,7 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
//vertex
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//color
@@ -432,7 +438,7 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Color) * p_vertex_count;
}
@@ -440,7 +446,7 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
@@ -575,10 +581,10 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
#ifdef GLES_OVER_GL
if (line->antialiased) {
glEnable(GL_LINE_SMOOTH);
- for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
Vector2 vertsl[2] = {
- verts[i],
- verts[(i + 1) % 4],
+ verts[j],
+ verts[(j + 1) % 4],
};
_draw_gui_primitive(2, vertsl, NULL, NULL);
}
@@ -776,8 +782,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
}
if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
- Color c = primitive->colors[0];
- glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
+ Color col = primitive->colors[0];
+ glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a);
} else if (primitive->colors.empty()) {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@@ -820,6 +826,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
+
RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
if (mesh_data) {
@@ -828,6 +836,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
glBindVertexArray(s->array_id);
+ glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
+
if (s->index_array_len) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
} else {
@@ -837,6 +847,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
glBindVertexArray(0);
}
}
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
+
} break;
case Item::Command::TYPE_MULTIMESH: {
@@ -880,17 +892,17 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
glEnableVertexAttribArray(8);
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9);
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 4 * 4);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(9, 1);
int color_ofs;
if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
glEnableVertexAttribArray(10);
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 8 * 4);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
glVertexAttribDivisor(10, 1);
color_ofs = 12 * 4;
} else {
@@ -909,14 +921,14 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} break;
case VS::MULTIMESH_COLOR_8BIT: {
glEnableVertexAttribArray(11);
- glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
glVertexAttribDivisor(11, 1);
custom_data_ofs += 4;
} break;
case VS::MULTIMESH_COLOR_FLOAT: {
glEnableVertexAttribArray(11);
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
glVertexAttribDivisor(11, 1);
custom_data_ofs += 4 * 4;
} break;
@@ -930,13 +942,13 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} break;
case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + custom_data_ofs);
+ glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
glVertexAttribDivisor(12, 1);
} break;
case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + custom_data_ofs);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
glVertexAttribDivisor(12, 1);
} break;
}
@@ -1011,43 +1023,41 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
} else {
//split
-
- int stride = sizeof(float) * 4 * 6;
int split = int(Math::ceil(particles->phase * particles->amount));
if (amount - split > 0) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
@@ -1055,19 +1065,19 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
if (split > 0) {
glEnableVertexAttribArray(8); //xform x
- glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
- glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
- glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
@@ -1093,12 +1103,12 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
points[numpoints] = circle->pos;
int indices[numpoints * 3];
- for (int i = 0; i < numpoints; i++) {
+ for (int j = 0; j < numpoints; j++) {
- points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / numpoints), Math::cos(i * Math_PI * 2.0 / numpoints)) * circle->radius;
- indices[i * 3 + 0] = i;
- indices[i * 3 + 1] = (i + 1) % numpoints;
- indices[i * 3 + 2] = numpoints;
+ points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius;
+ indices[j * 3 + 0] = j;
+ indices[j * 3 + 1] = (j + 1) % numpoints;
+ indices[j * 3 + 2] = numpoints;
}
_bind_canvas_texture(RID(), RID());
@@ -1316,6 +1326,8 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
state.using_skeleton = true;
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
} else {
state.using_skeleton = false;
}
@@ -1396,12 +1408,12 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
continue;
}
- t = t->get_ptr();
-
if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
+ t = t->get_ptr();
+
if (storage->config.srgb_decode_supported && t->using_srgb) {
//no srgb in 2D
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
@@ -1698,6 +1710,8 @@ void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_s
light = light->shadows_next_ptr;
}
+
+ canvas_end();
}
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, CameraMatrix *p_xform_cache) {
@@ -2033,7 +2047,7 @@ void RasterizerCanvasGLES3::initialize() {
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (float *)0 + 2);
+ glVertexAttribPointer(VS::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
}
@@ -2070,16 +2084,16 @@ void RasterizerCanvasGLES3::initialize() {
}
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, NULL);
if (i & 1) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
}
if (i & 2) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + uv_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
}
glBindVertexArray(0);