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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.cpp1084
1 files changed, 482 insertions, 602 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 2526aad074..26d13bad89 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -34,60 +34,58 @@
#define glClearDepth glClearDepthf
#endif
-static _FORCE_INLINE_ void store_transform2d(const Transform2D& p_mtx, float* p_array) {
-
- p_array[ 0]=p_mtx.elements[0][0];
- p_array[ 1]=p_mtx.elements[0][1];
- p_array[ 2]=0;
- p_array[ 3]=0;
- p_array[ 4]=p_mtx.elements[1][0];
- p_array[ 5]=p_mtx.elements[1][1];
- p_array[ 6]=0;
- p_array[ 7]=0;
- p_array[ 8]=0;
- p_array[ 9]=0;
- p_array[10]=1;
- p_array[11]=0;
- p_array[12]=p_mtx.elements[2][0];
- p_array[13]=p_mtx.elements[2][1];
- p_array[14]=0;
- p_array[15]=1;
+static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
+
+ p_array[0] = p_mtx.elements[0][0];
+ p_array[1] = p_mtx.elements[0][1];
+ p_array[2] = 0;
+ p_array[3] = 0;
+ p_array[4] = p_mtx.elements[1][0];
+ p_array[5] = p_mtx.elements[1][1];
+ p_array[6] = 0;
+ p_array[7] = 0;
+ p_array[8] = 0;
+ p_array[9] = 0;
+ p_array[10] = 1;
+ p_array[11] = 0;
+ p_array[12] = p_mtx.elements[2][0];
+ p_array[13] = p_mtx.elements[2][1];
+ p_array[14] = 0;
+ p_array[15] = 1;
}
-
-static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) {
- p_array[ 0]=p_mtx.basis.elements[0][0];
- p_array[ 1]=p_mtx.basis.elements[1][0];
- p_array[ 2]=p_mtx.basis.elements[2][0];
- p_array[ 3]=0;
- p_array[ 4]=p_mtx.basis.elements[0][1];
- p_array[ 5]=p_mtx.basis.elements[1][1];
- p_array[ 6]=p_mtx.basis.elements[2][1];
- p_array[ 7]=0;
- p_array[ 8]=p_mtx.basis.elements[0][2];
- p_array[ 9]=p_mtx.basis.elements[1][2];
- p_array[10]=p_mtx.basis.elements[2][2];
- p_array[11]=0;
- p_array[12]=p_mtx.origin.x;
- p_array[13]=p_mtx.origin.y;
- p_array[14]=p_mtx.origin.z;
- p_array[15]=1;
+static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.elements[0][0];
+ p_array[1] = p_mtx.basis.elements[1][0];
+ p_array[2] = p_mtx.basis.elements[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.basis.elements[0][1];
+ p_array[5] = p_mtx.basis.elements[1][1];
+ p_array[6] = p_mtx.basis.elements[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.basis.elements[0][2];
+ p_array[9] = p_mtx.basis.elements[1][2];
+ p_array[10] = p_mtx.basis.elements[2][2];
+ p_array[11] = 0;
+ p_array[12] = p_mtx.origin.x;
+ p_array[13] = p_mtx.origin.y;
+ p_array[14] = p_mtx.origin.z;
+ p_array[15] = 1;
}
-static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) {
+static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
- for (int i=0;i<4;i++) {
- for (int j=0;j<4;j++) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
- p_array[i*4+j]=p_mtx.matrix[i][j];
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
}
}
}
-
RID RasterizerCanvasGLES3::light_internal_create() {
- LightInternal * li = memnew( LightInternal );
+ LightInternal *li = memnew(LightInternal);
glGenBuffers(1, &li->ubo);
glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
@@ -97,60 +95,56 @@ RID RasterizerCanvasGLES3::light_internal_create() {
return light_internal_owner.make_rid(li);
}
-void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light* p_light) {
+void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
- LightInternal * li = light_internal_owner.getornull(p_rid);
+ LightInternal *li = light_internal_owner.getornull(p_rid);
ERR_FAIL_COND(!li);
- store_transform2d(p_light->light_shader_xform,li->ubo_data.light_matrix);
- store_transform2d(p_light->xform_cache.affine_inverse(),li->ubo_data.local_matrix);
- store_camera(p_light->shadow_matrix_cache,li->ubo_data.shadow_matrix);
+ store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
+ store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
+ store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
- for(int i=0;i<4;i++) {
+ for (int i = 0; i < 4; i++) {
- li->ubo_data.color[i]=p_light->color[i]*p_light->energy;
- li->ubo_data.shadow_color[i]=p_light->shadow_color[i];
+ li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
+ li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
}
- li->ubo_data.light_pos[0]=p_light->light_shader_pos.x;
- li->ubo_data.light_pos[1]=p_light->light_shader_pos.y;
- li->ubo_data.shadowpixel_size=1.0/p_light->shadow_buffer_size;
- li->ubo_data.light_outside_alpha=p_light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0;
- li->ubo_data.light_height=p_light->height;
- if (p_light->radius_cache==0)
- li->ubo_data.shadow_gradient=0;
+ li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
+ li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
+ li->ubo_data.shadowpixel_size = 1.0 / p_light->shadow_buffer_size;
+ li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
+ li->ubo_data.light_height = p_light->height;
+ if (p_light->radius_cache == 0)
+ li->ubo_data.shadow_gradient = 0;
else
- li->ubo_data.shadow_gradient=p_light->shadow_gradient_length/(p_light->radius_cache*1.1);
-
- li->ubo_data.shadow_distance_mult=(p_light->radius_cache*1.1);
+ li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
+ li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
- glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(LightInternal::UBOData), &li->ubo_data);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
}
void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
- LightInternal * li = light_internal_owner.getornull(p_rid);
+ LightInternal *li = light_internal_owner.getornull(p_rid);
ERR_FAIL_COND(!li);
- glDeleteBuffers(1,&li->ubo);
+ glDeleteBuffers(1, &li->ubo);
light_internal_owner.free(p_rid);
memdelete(li);
-
}
-void RasterizerCanvasGLES3::canvas_begin(){
+void RasterizerCanvasGLES3::canvas_begin() {
if (storage->frame.current_rt && storage->frame.clear_request) {
// a clear request may be pending, so do it
- 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, storage->frame.clear_request_color.a);
glClear(GL_COLOR_BUFFER_BIT);
- storage->frame.clear_request=false;
-
+ storage->frame.clear_request = false;
}
/*canvas_shader.unbind();
@@ -162,138 +156,118 @@ void RasterizerCanvasGLES3::canvas_begin(){
reset_canvas();
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,true);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);
-
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
- state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,Color(1,1,1,1));
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform2D());
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
-
-
-
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
//state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
//state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
- glBindBufferBase(GL_UNIFORM_BUFFER,0,state.canvas_item_ubo);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
glBindVertexArray(data.canvas_quad_array);
- state.using_texture_rect=true;
-
-
+ state.using_texture_rect = true;
}
-
-void RasterizerCanvasGLES3::canvas_end(){
-
+void RasterizerCanvasGLES3::canvas_end() {
glBindVertexArray(0);
- glBindBufferBase(GL_UNIFORM_BUFFER,0,0);
-
- state.using_texture_rect=false;
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
+ state.using_texture_rect = false;
}
+RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture) {
-
-RasterizerStorageGLES3::Texture* RasterizerCanvasGLES3::_bind_canvas_texture(const RID& p_texture) {
-
- if (p_texture==state.current_tex) {
+ if (p_texture == state.current_tex) {
return state.current_tex_ptr;
}
if (p_texture.is_valid()) {
-
- RasterizerStorageGLES3::Texture*texture=storage->texture_owner.getornull(p_texture);
+ RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
if (!texture) {
- state.current_tex=RID();
- state.current_tex_ptr=NULL;
- glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ state.current_tex = RID();
+ state.current_tex_ptr = NULL;
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
return NULL;
}
if (texture->render_target)
- texture->render_target->used_in_frame=true;
+ texture->render_target->used_in_frame = true;
- glBindTexture(GL_TEXTURE_2D,texture->tex_id);
- state.current_tex=p_texture;
- state.current_tex_ptr=texture;
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+ state.current_tex = p_texture;
+ state.current_tex_ptr = texture;
return texture;
-
} else {
-
- glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
- state.current_tex=RID();
- state.current_tex_ptr=NULL;
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ state.current_tex = RID();
+ state.current_tex_ptr = NULL;
}
-
return NULL;
}
void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
- if (state.using_texture_rect==p_enable)
+ if (state.using_texture_rect == p_enable)
return;
if (p_enable) {
glBindVertexArray(data.canvas_quad_array);
-
} else {
glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
-
-
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,p_enable);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
state.canvas_shader.bind();
- state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
-
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
- state.using_texture_rect=p_enable;
+ state.using_texture_rect = p_enable;
}
+void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) {
-void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {
-
- bool do_colors=false;
+ bool do_colors = false;
Color m;
if (p_singlecolor) {
m = *p_colors;
- glVertexAttrib4f(VS::ARRAY_COLOR,m.r,m.g,m.b,m.a);
+ glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
- glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else
- do_colors=true;
+ do_colors = true;
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);
#ifndef GLES_NO_CLIENT_ARRAYS
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices);
if (do_colors) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
}
@@ -301,71 +275,69 @@ void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indic
if (texture && p_uvs) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
if (p_indices) {
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
+ glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices);
} else {
- glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
+ glDrawArrays(GL_TRIANGLES, 0, p_vertex_count);
}
-
#else //WebGL specific impl.
glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
float *b = GlobalVertexBuffer;
int ofs = 0;
- if(p_vertex_count > MAX_POLYGON_VERTICES){
+ if (p_vertex_count > MAX_POLYGON_VERTICES) {
print_line("Too many vertices to render");
return;
}
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
- for(int i=0;i<p_vertex_count;i++) {
- b[ofs++]=p_vertices[i].x;
- b[ofs++]=p_vertices[i].y;
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
+ for (int i = 0; i < p_vertex_count; i++) {
+ b[ofs++] = p_vertices[i].x;
+ b[ofs++] = p_vertices[i].y;
}
if (p_colors && do_colors) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
- for(int i=0;i<p_vertex_count;i++) {
- b[ofs++]=p_colors[i].r;
- b[ofs++]=p_colors[i].g;
- b[ofs++]=p_colors[i].b;
- b[ofs++]=p_colors[i].a;
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs);
+ for (int i = 0; i < p_vertex_count; i++) {
+ b[ofs++] = p_colors[i].r;
+ b[ofs++] = p_colors[i].g;
+ b[ofs++] = p_colors[i].b;
+ b[ofs++] = p_colors[i].a;
}
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
}
-
if (p_uvs) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
- for(int i=0;i<p_vertex_count;i++) {
- b[ofs++]=p_uvs[i].x;
- b[ofs++]=p_uvs[i].y;
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
+ for (int i = 0; i < p_vertex_count; i++) {
+ b[ofs++] = p_uvs[i].x;
+ b[ofs++] = p_uvs[i].y;
}
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
- glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]);
//bind the indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
- static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
+ static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!!
ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
static uint16_t _draw_poly_indices[_max_draw_poly_indices];
- for (int i=0; i<p_vertex_count; i++) {
+ for (int i = 0; i < p_vertex_count; i++) {
_draw_poly_indices[i] = p_indices[i];
//OS::get_singleton()->print("ind: %d ", p_indices[i]);
};
@@ -381,99 +353,88 @@ void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indic
#endif
storage->frame.canvas_draw_commands++;
-
}
-void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {
-
-
-
- static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
+void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
+ static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
//#define GLES_USE_PRIMITIVE_BUFFER
- int version=0;
- int color_ofs=0;
- int uv_ofs=0;
- int stride=2;
+ int version = 0;
+ int color_ofs = 0;
+ int uv_ofs = 0;
+ int stride = 2;
if (p_colors) { //color
- version|=1;
- color_ofs=stride;
- stride+=4;
+ version |= 1;
+ color_ofs = stride;
+ stride += 4;
}
if (p_uvs) { //uv
- version|=2;
- uv_ofs=stride;
- stride+=2;
+ version |= 2;
+ uv_ofs = stride;
+ stride += 2;
}
+ float b[(2 + 2 + 4) * 4];
- float b[(2+2+4)*4];
-
-
- for(int i=0;i<p_points;i++) {
- b[stride*i+0]=p_vertices[i].x;
- b[stride*i+1]=p_vertices[i].y;
+ for (int i = 0; i < p_points; i++) {
+ b[stride * i + 0] = p_vertices[i].x;
+ b[stride * i + 1] = p_vertices[i].y;
}
if (p_colors) {
- for(int i=0;i<p_points;i++) {
- b[stride*i+color_ofs+0]=p_colors[i].r;
- b[stride*i+color_ofs+1]=p_colors[i].g;
- b[stride*i+color_ofs+2]=p_colors[i].b;
- b[stride*i+color_ofs+3]=p_colors[i].a;
+ for (int i = 0; i < p_points; i++) {
+ b[stride * i + color_ofs + 0] = p_colors[i].r;
+ b[stride * i + color_ofs + 1] = p_colors[i].g;
+ b[stride * i + color_ofs + 2] = p_colors[i].b;
+ b[stride * i + color_ofs + 3] = p_colors[i].a;
}
-
}
if (p_uvs) {
- for(int i=0;i<p_points;i++) {
- b[stride*i+uv_ofs+0]=p_uvs[i].x;
- b[stride*i+uv_ofs+1]=p_uvs[i].y;
+ for (int i = 0; i < p_points; i++) {
+ b[stride * i + uv_ofs + 0] = p_uvs[i].x;
+ b[stride * i + uv_ofs + 1] = p_uvs[i].y;
}
-
}
- glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
- glBufferSubData(GL_ARRAY_BUFFER,0,p_points*stride*4,&b[0]);
+ glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
glBindVertexArray(data.primitive_quad_buffer_arrays[version]);
- glDrawArrays(prim[p_points],0,p_points);
+ glDrawArrays(prim[p_points], 0, p_points);
glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
storage->frame.canvas_draw_commands++;
}
-void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip) {
+void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
- int cc=p_item->commands.size();
+ int cc = p_item->commands.size();
Item::Command **commands = p_item->commands.ptr();
+ for (int i = 0; i < cc; i++) {
- for(int i=0;i<cc;i++) {
+ Item::Command *c = commands[i];
- Item::Command *c=commands[i];
-
- switch(c->type) {
+ switch (c->type) {
case Item::Command::TYPE_LINE: {
-
- Item::CommandLine* line = static_cast<Item::CommandLine*>(c);
+ Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
_set_texture_rect_mode(false);
-
_bind_canvas_texture(RID());
- glVertexAttrib4f(VS::ARRAY_COLOR,line->color.r,line->color.g,line->color.b,line->color.a);
+ glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
- Vector2 verts[2]={
- Vector2(line->from.x,line->from.y),
- Vector2(line->to.x,line->to.y)
+ Vector2 verts[2] = {
+ Vector2(line->from.x, line->from.y),
+ Vector2(line->to.x, line->to.y)
};
#ifdef GLES_OVER_GL
@@ -481,72 +442,66 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *curr
glEnable(GL_LINE_SMOOTH);
#endif
//glLineWidth(line->width);
- _draw_gui_primitive(2,verts,NULL,NULL);
+ _draw_gui_primitive(2, verts, NULL, NULL);
#ifdef GLES_OVER_GL
if (line->antialiased)
glDisable(GL_LINE_SMOOTH);
#endif
-
} break;
case Item::Command::TYPE_RECT: {
- Item::CommandRect* rect = static_cast<Item::CommandRect*>(c);
+ Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
_set_texture_rect_mode(true);
//set color
- glVertexAttrib4f(VS::ARRAY_COLOR,rect->modulate.r,rect->modulate.g,rect->modulate.b,rect->modulate.a);
+ glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
- RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(rect->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture);
- if ( texture ) {
+ if (texture) {
- bool untile=false;
+ bool untile = false;
- if (rect->flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) {
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- untile=true;
+ if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ untile = true;
}
- Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
- Rect2 src_rect = (rect->flags&CANVAS_RECT_REGION) ? Rect2( rect->source.pos * texpixel_size, rect->source.size * texpixel_size ) : Rect2(0,0,1,1);
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+ Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.pos * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
- if (rect->flags&CANVAS_RECT_FLIP_H) {
- src_rect.size.x*=-1;
+ if (rect->flags & CANVAS_RECT_FLIP_H) {
+ src_rect.size.x *= -1;
}
- if (rect->flags&CANVAS_RECT_FLIP_V) {
- src_rect.size.y*=-1;
+ if (rect->flags & CANVAS_RECT_FLIP_V) {
+ src_rect.size.y *= -1;
}
- if (rect->flags&CANVAS_RECT_TRANSPOSE) {
+ if (rect->flags & CANVAS_RECT_TRANSPOSE) {
//err..
}
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
-
-
- glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
- glVertexAttrib4f(2,src_rect.pos.x,src_rect.pos.y,src_rect.size.x,src_rect.size.y);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
+ glVertexAttrib4f(2, src_rect.pos.x, src_rect.pos.y, src_rect.size.x, src_rect.size.y);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (untile) {
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
} else {
-
- glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
- glVertexAttrib4f(2,0,0,1,1);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
-
-
+ glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
+ glVertexAttrib4f(2, 0, 0, 1, 1);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
storage->frame.canvas_draw_commands++;
@@ -555,80 +510,75 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *curr
case Item::Command::TYPE_NINEPATCH: {
- Item::CommandNinePatch* np = static_cast<Item::CommandNinePatch*>(c);
+ Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
_set_texture_rect_mode(true);
- glVertexAttrib4f(VS::ARRAY_COLOR,np->color.r,np->color.g,np->color.b,np->color.a);
-
+ glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
- RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(np->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture);
- if ( !texture ) {
+ if (!texture) {
- glVertexAttrib4f(1,np->rect.pos.x,np->rect.pos.y,np->rect.size.x,np->rect.size.y);
- glVertexAttrib4f(2,0,0,1,1);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ glVertexAttrib4f(1, np->rect.pos.x, np->rect.pos.y, np->rect.size.x, np->rect.size.y);
+ glVertexAttrib4f(2, 0, 0, 1, 1);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
continue;
}
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
-
-#define DSTRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(1,m_x,m_y,m_w,m_h)
-#define SRCRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(2,(m_x)*texpixel_size.x,(m_y)*texpixel_size.y,(m_w)*texpixel_size.x,(m_h)*texpixel_size.y)
+#define DSTRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(1, m_x, m_y, m_w, m_h)
+#define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y)
//top left
- DSTRECT(np->rect.pos.x,np->rect.pos.y,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
- SRCRECT(0,0,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ DSTRECT(np->rect.pos.x, np->rect.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ SRCRECT(0, 0, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top right
- DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
- SRCRECT(texture->width-np->margin[MARGIN_RIGHT],0,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ DSTRECT(np->rect.pos.x + np->rect.size.x - np->margin[MARGIN_RIGHT], np->rect.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(texture->width - np->margin[MARGIN_RIGHT], 0, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom right
- DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
- SRCRECT(texture->width-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ DSTRECT(np->rect.pos.x + np->rect.size.x - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->rect.size.y - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
+ SRCRECT(texture->width - np->margin[MARGIN_RIGHT], texture->height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom left
- DSTRECT(np->rect.pos.x,np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
- SRCRECT(0,texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
-
+ DSTRECT(np->rect.pos.x, np->rect.pos.y + np->rect.size.y - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
+ SRCRECT(0, texture->height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top
- DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y,np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
- SRCRECT(np->margin[MARGIN_LEFT],0,texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->margin[MARGIN_LEFT], 0, texture->width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom
- DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
- SRCRECT(np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_BOTTOM],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
-
+ DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->rect.size.y - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->margin[MARGIN_LEFT], texture->height - np->margin[MARGIN_BOTTOM], texture->width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//left
- DSTRECT(np->rect.pos.x,np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
- SRCRECT(0,np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ DSTRECT(np->rect.pos.x, np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(0, np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], texture->height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//right
- DSTRECT(np->rect.pos.x+np->rect.size.width-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
- SRCRECT(texture->width-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(texture->width - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], texture->height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (np->draw_center) {
//center
- DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->margin[MARGIN_TOP],np->rect.size.x-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
-
+ DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], texture->width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], texture->height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
#undef SRCRECT
@@ -639,41 +589,39 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *curr
case Item::Command::TYPE_PRIMITIVE: {
- Item::CommandPrimitive* primitive = static_cast<Item::CommandPrimitive*>(c);
+ Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
_set_texture_rect_mode(false);
- ERR_CONTINUE( primitive->points.size()<1);
+ ERR_CONTINUE(primitive->points.size() < 1);
- RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(primitive->texture);
-
- if (texture ) {
- Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture);
+ if (texture) {
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
- if (primitive->colors.size()==1 && primitive->points.size()>1) {
+ 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);
+ glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
} else if (primitive->colors.empty()) {
- glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
}
- _draw_gui_primitive(primitive->points.size(),primitive->points.ptr(),primitive->colors.ptr(),primitive->uvs.ptr());
+ _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
} break;
case Item::Command::TYPE_POLYGON: {
- Item::CommandPolygon* polygon = static_cast<Item::CommandPolygon*>(c);
+ Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
_set_texture_rect_mode(false);
- RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(polygon->texture);
-
- if (texture ) {
- Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture);
+ if (texture) {
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
//_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
@@ -682,59 +630,57 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *curr
_set_texture_rect_mode(false);
- Item::CommandCircle* circle = static_cast<Item::CommandCircle*>(c);
- static const int numpoints=32;
- Vector2 points[numpoints+1];
- points[numpoints]=circle->pos;
- int indices[numpoints*3];
+ Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
+ static const int numpoints = 32;
+ Vector2 points[numpoints + 1];
+ points[numpoints] = circle->pos;
+ int indices[numpoints * 3];
- for(int i=0;i<numpoints;i++) {
+ for (int i = 0; i < numpoints; i++) {
- 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[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;
}
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
} break;
case Item::Command::TYPE_TRANSFORM: {
- Item::CommandTransform* transform = static_cast<Item::CommandTransform*>(c);
- state.extra_matrix=transform->xform;
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
+ Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
+ state.extra_matrix = transform->xform;
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
- Item::CommandClipIgnore* ci = static_cast<Item::CommandClipIgnore*>(c);
+ Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
if (current_clip) {
- if (ci->ignore!=reclip) {
+ if (ci->ignore != reclip) {
if (ci->ignore) {
glDisable(GL_SCISSOR_TEST);
- reclip=true;
- } else {
+ reclip = true;
+ } else {
glEnable(GL_SCISSOR_TEST);
//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
int x = current_clip->final_clip_rect.pos.x;
- int y = storage->frame.current_rt->height - ( current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y );
+ int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
int w = current_clip->final_clip_rect.size.x;
int h = current_clip->final_clip_rect.size.y;
- glScissor(x,y,w,h);
+ glScissor(x, y, w, h);
- reclip=false;
+ reclip = false;
}
}
}
-
-
} break;
}
}
@@ -795,60 +741,52 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *mater
#endif
-void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light) {
-
-
+void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) {
+ Item *current_clip = NULL;
+ RasterizerStorageGLES3::Shader *shader_cache = NULL;
- Item *current_clip=NULL;
- RasterizerStorageGLES3::Shader *shader_cache=NULL;
+ bool rebind_shader = true;
- bool rebind_shader=true;
+ Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height);
- Size2 rt_size = Size2(storage->frame.current_rt->width,storage->frame.current_rt->height);
-
-
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
- state.current_tex=RID();
- state.current_tex_ptr=NULL;
+ state.current_tex = RID();
+ state.current_tex_ptr = NULL;
glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
-
- int last_blend_mode=-1;
+ int last_blend_mode = -1;
RID canvas_last_material;
- bool prev_distance_field=false;
-
- while(p_item_list) {
+ bool prev_distance_field = false;
- Item *ci=p_item_list;
+ while (p_item_list) {
+ Item *ci = p_item_list;
- if (prev_distance_field!=ci->distance_field) {
+ if (prev_distance_field != ci->distance_field) {
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,ci->distance_field);
- prev_distance_field=ci->distance_field;
- rebind_shader=true;
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field);
+ prev_distance_field = ci->distance_field;
+ rebind_shader = true;
}
+ if (current_clip != ci->final_clip_owner) {
- if (current_clip!=ci->final_clip_owner) {
-
- current_clip=ci->final_clip_owner;
+ current_clip = ci->final_clip_owner;
//setup clip
if (current_clip) {
glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
-
+ glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
} else {
@@ -893,13 +831,12 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
#endif
-
//begin rect
- Item *material_owner = ci->material_owner?ci->material_owner:ci;
+ Item *material_owner = ci->material_owner ? ci->material_owner : ci;
RID material = material_owner->material;
- if (material!=canvas_last_material || rebind_shader) {
+ if (material != canvas_last_material || rebind_shader) {
RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
RasterizerStorageGLES3::Shader *shader_ptr = NULL;
@@ -908,46 +845,44 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
shader_ptr = material_ptr->shader;
- if (shader_ptr && shader_ptr->mode!=VS::SHADER_CANVAS_ITEM) {
- shader_ptr=NULL; //do not use non canvasitem shader
+ if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
+ shader_ptr = NULL; //do not use non canvasitem shader
}
}
-
-
- if (shader_ptr && shader_ptr!=shader_cache) {
+ if (shader_ptr && shader_ptr != shader_cache) {
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
state.canvas_shader.bind();
if (material_ptr->ubo_id) {
- glBindBufferBase(GL_UNIFORM_BUFFER,2,material_ptr->ubo_id);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
}
int tc = material_ptr->textures.size();
- RID* textures = material_ptr->textures.ptr();
- ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr();
+ RID *textures = material_ptr->textures.ptr();
+ ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptr();
- for(int i=0;i<tc;i++) {
+ for (int i = 0; i < tc; i++) {
- glActiveTexture(GL_TEXTURE1+i);
+ glActiveTexture(GL_TEXTURE1 + i);
- RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
+ RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
if (!t) {
- switch(texture_hints[i]) {
+ switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
- glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
- glBindTexture(GL_TEXTURE_2D,storage->resources.aniso_tex);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
- glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
} break;
default: {
- glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} break;
}
@@ -958,116 +893,108 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
if (storage->config.srgb_decode_supported && t->using_srgb) {
//no srgb in 2D
- glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
- t->using_srgb=false;
+ glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
+ t->using_srgb = false;
}
- glBindTexture(t->target,t->tex_id);
+ glBindTexture(t->target, t->tex_id);
}
-
} else if (!shader_ptr) {
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
-
}
- shader_cache=shader_ptr;
-
- canvas_last_material=material;
- rebind_shader=false;
+ shader_cache = shader_ptr;
+ canvas_last_material = material;
+ rebind_shader = false;
}
int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
- bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode==RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode!=RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
- bool reclip=false;
+ bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
+ bool reclip = false;
- if (last_blend_mode!=blend_mode) {
+ if (last_blend_mode != blend_mode) {
- switch(blend_mode) {
+ switch (blend_mode) {
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
+ case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
+ } else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- } break;
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
+ } break;
+ case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
+ } break;
+ case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ } break;
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_DST_COLOR,GL_ZERO);
+ glBlendFunc(GL_DST_COLOR, GL_ZERO);
} break;
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} break;
-
}
- last_blend_mode=blend_mode;
+ last_blend_mode = blend_mode;
}
state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
- ci->final_modulate.r * p_modulate.r,
- ci->final_modulate.g * p_modulate.g,
- ci->final_modulate.b * p_modulate.b,
- ci->final_modulate.a * p_modulate.a );
+ ci->final_modulate.r * p_modulate.r,
+ ci->final_modulate.g * p_modulate.g,
+ ci->final_modulate.b * p_modulate.b,
+ ci->final_modulate.a * p_modulate.a);
state.final_transform = ci->final_transform;
- state.extra_matrix=Transform2D();
+ state.extra_matrix = Transform2D();
- state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
+ if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
+ _canvas_item_render_commands(ci, current_clip, reclip);
- if (unshaded || (state.canvas_item_modulate.a>0.001 && (!shader_cache || shader_cache->canvas_item.light_mode!=RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked ))
- _canvas_item_render_commands(ci,current_clip,reclip);
-
- if ((blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
+ if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
Light *light = p_light;
- bool light_used=false;
- VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
- state.canvas_item_modulate=ci->final_modulate; // remove the canvas modulate
-
+ bool light_used = false;
+ VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
+ state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate
- while(light) {
+ while (light) {
-
- if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) {
+ if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
//intersects this light
- if (!light_used || mode!=light->mode) {
+ if (!light_used || mode != light->mode) {
- mode=light->mode;
+ mode = light->mode;
- switch(mode) {
+ switch (mode) {
case VS::CANVAS_LIGHT_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_MIX:
case VS::CANVAS_LIGHT_MODE_MASK: {
@@ -1076,90 +1003,80 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
} break;
}
-
}
if (!light_used) {
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,true);
- light_used=true;
-
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
+ light_used = true;
}
+ bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
- bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;
-
-
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,has_shadow);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
if (has_shadow) {
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT,light->shadow_gradient_length>0);
- switch(light->shadow_filter) {
-
- case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,true); break;
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
+ switch (light->shadow_filter) {
+
+ case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, true); break;
}
-
-
}
bool light_rebind = state.canvas_shader.bind();
if (light_rebind) {
- state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
-
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
}
- glBindBufferBase(GL_UNIFORM_BUFFER,1,static_cast<LightInternal*>(light->light_internal.get_data())->ubo);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
if (has_shadow) {
RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
- glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
- glBindTexture(GL_TEXTURE_2D,cls->distance);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, cls->distance);
/*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
-
}
- glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
- glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
- glBindTexture(t->target,t->tex_id);
+ glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
- _canvas_item_render_commands(ci,current_clip,reclip); //redraw using light
-
+ _canvas_item_render_commands(ci, current_clip, reclip); //redraw using light
}
- light=light->next_ptr;
+ light = light->next_ptr;
}
if (light_used) {
-
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
state.canvas_shader.bind();
- last_blend_mode=-1;
+ last_blend_mode = -1;
/*
//this is set again, so it should not be needed anyway?
@@ -1185,69 +1102,58 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const
//@TODO RESET canvas_blend_mode
*/
}
-
-
}
if (reclip) {
glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
-
-
+ glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
}
-
-
- p_item_list=p_item_list->next;
+ p_item_list = p_item_list->next;
}
if (current_clip) {
glDisable(GL_SCISSOR_TEST);
}
-
}
-void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_shadow){
+void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
- Light* light=p_lights_with_shadow;
+ Light *light = p_lights_with_shadow;
canvas_begin(); //reset
- glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
int h = 10;
int w = storage->frame.current_rt->width;
int ofs = h;
glDisable(GL_BLEND);
//print_line(" debug lights ");
- while(light) {
-
+ while (light) {
//print_line("debug light");
if (light->shadow_buffer.is_valid()) {
//print_line("sb is valid");
- RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
+ RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
if (sb) {
- glBindTexture(GL_TEXTURE_2D,sb->distance);
+ glBindTexture(GL_TEXTURE_2D, sb->distance);
//glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
- draw_generic_textured_rect(Rect2(h,ofs,w-h*2,h),Rect2(0,0,1,1));
- ofs+=h*2;
-
+ draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
+ ofs += h * 2;
}
}
- light=light->shadows_next_ptr;
+ light = light->shadows_next_ptr;
}
}
-
-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) {
+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) {
RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
ERR_FAIL_COND(!cls);
-
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
@@ -1261,73 +1167,71 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
state.canvas_shadow_shader.bind();
- glViewport(0, 0, cls->size,cls->height);
+ glViewport(0, 0, cls->size, cls->height);
glClearDepth(1.0f);
- glClearColor(1,1,1,1);
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ glClearColor(1, 1, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+ VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
-
- for(int i=0;i<4;i++) {
+ for (int i = 0; i < 4; i++) {
//make sure it remains orthogonal, makes easy to read angle later
Transform light;
- light.origin[0]=p_light_xform[2][0];
- light.origin[1]=p_light_xform[2][1];
- light.basis[0][0]=p_light_xform[0][0];
- light.basis[0][1]=p_light_xform[1][0];
- light.basis[1][0]=p_light_xform[0][1];
- light.basis[1][1]=p_light_xform[1][1];
+ light.origin[0] = p_light_xform[2][0];
+ light.origin[1] = p_light_xform[2][1];
+ light.basis[0][0] = p_light_xform[0][0];
+ light.basis[0][1] = p_light_xform[1][0];
+ light.basis[1][0] = p_light_xform[0][1];
+ light.basis[1][1] = p_light_xform[1][1];
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
//p_near=1;
CameraMatrix projection;
{
- real_t fov = 90;
+ real_t fov = 90;
real_t nearp = p_near;
real_t farp = p_far;
real_t aspect = 1.0;
- real_t ymax = nearp * Math::tan( Math::deg2rad( fov * 0.5 ) );
- real_t ymin = - ymax;
+ real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
+ real_t ymin = -ymax;
real_t xmin = ymin * aspect;
real_t xmax = ymax * aspect;
- projection.set_frustum( xmin, xmax, ymin, ymax, nearp, farp );
+ projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
- Vector3 cam_target=Basis(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
- projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());
-
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX,projection);
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX,light);
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM,1.0/p_far);
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
+ projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
- if (i==0)
- *p_xform_cache=projection;
+ if (i == 0)
+ *p_xform_cache = projection;
- glViewport(0, (cls->height/4)*i, cls->size,cls->height/4);
+ glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
- LightOccluderInstance *instance=p_occluders;
+ LightOccluderInstance *instance = p_occluders;
- while(instance) {
+ while (instance) {
RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
- if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) {
+ if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
- instance=instance->next;
+ instance = instance->next;
continue;
}
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX,instance->xform_cache);
- if (cull!=instance->cull_cache) {
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
+ if (cull != instance->cull_cache) {
- cull=instance->cull_cache;
- switch(cull) {
+ cull = instance->cull_cache;
+ switch (cull) {
case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
glDisable(GL_CULL_FACE);
@@ -1346,7 +1250,7 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
} break;
}
}
-/*
+ /*
if (i==0) {
for(int i=0;i<cc->lines.size();i++) {
Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
@@ -1359,31 +1263,26 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
}
}
*/
- glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
+ glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
- glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);
+ glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
-
- instance=instance->next;
+ instance = instance->next;
}
-
-
}
glDisableVertexAttribArray(VS::ARRAY_VERTEX);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::reset_canvas() {
-
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
- glColorMask(1,1,1,1); //don't touch alpha
+ glColorMask(1, 1, 1, 1); //don't touch alpha
}
-
glBindVertexArray(0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
@@ -1392,23 +1291,21 @@ void RasterizerCanvasGLES3::reset_canvas() {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- }
- else {
+ } else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
//glLineWidth(1.0);
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- for(int i=0;i<VS::ARRAY_MAX;i++) {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ for (int i = 0; i < VS::ARRAY_MAX; i++) {
glDisableVertexAttribArray(i);
}
glActiveTexture(GL_TEXTURE0);
- glBindTexture( GL_TEXTURE_2D, storage->resources.white_tex );
-
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
Transform canvas_transform;
@@ -1419,119 +1316,107 @@ void RasterizerCanvasGLES3::reset_canvas() {
csy = -1.0;
}
canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
- canvas_transform.scale( Vector3( 2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f ) );
+ canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
} else {
Vector2 ssize = OS::get_singleton()->get_window_size();
canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
- canvas_transform.scale( Vector3( 2.0f / ssize.width, -2.0f / ssize.height, 1.0f ) );
-
+ canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
}
- state.vp=canvas_transform;
+ state.vp = canvas_transform;
- store_transform(canvas_transform,state.canvas_item_ubo_data.projection_matrix);
- for(int i=0;i<4;i++) {
- state.canvas_item_ubo_data.time[i]=storage->frame.time[i];
+ store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
+ for (int i = 0; i < 4; i++) {
+ state.canvas_item_ubo_data.time[i] = storage->frame.time[i];
}
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
- state.canvas_texscreen_used=false;
-
-
+ state.canvas_texscreen_used = false;
}
+void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
-void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src) {
-
-
- glVertexAttrib4f(1,p_rect.pos.x,p_rect.pos.y,p_rect.size.x,p_rect.size.y);
- glVertexAttrib4f(2,p_src.pos.x,p_src.pos.y,p_src.size.x,p_src.size.y);
- glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ glVertexAttrib4f(1, p_rect.pos.x, p_rect.pos.y, p_rect.size.x, p_rect.size.y);
+ glVertexAttrib4f(2, p_src.pos.x, p_src.pos.y, p_src.size.x, p_src.size.y);
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void RasterizerCanvasGLES3::initialize() {
-
{
//quad buffers
- glGenBuffers(1,&data.canvas_quad_vertices);
- glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices);
+ glGenBuffers(1, &data.canvas_quad_vertices);
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
{
- const float qv[8]={
- 0,0,
- 0,1,
- 1,1,
- 1,0
+ const float qv[8] = {
+ 0, 0,
+ 0, 1,
+ 1, 1,
+ 1, 0
};
- glBufferData(GL_ARRAY_BUFFER,sizeof(float)*8,qv,GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
}
- glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
-
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- glGenVertexArrays(1,&data.canvas_quad_array);
+ glGenVertexArrays(1, &data.canvas_quad_array);
glBindVertexArray(data.canvas_quad_array);
- glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices);
- glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*2,0);
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
{
- glGenBuffers(1,&data.primitive_quad_buffer);
- glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
- glBufferData(GL_ARRAY_BUFFER,(2+2+4)*4*sizeof(float),NULL,GL_DYNAMIC_DRAW); //allocate max size
- glBindBuffer(GL_ARRAY_BUFFER,0);
+ glGenBuffers(1, &data.primitive_quad_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
+ glBufferData(GL_ARRAY_BUFFER, (2 + 2 + 4) * 4 * sizeof(float), NULL, GL_DYNAMIC_DRAW); //allocate max size
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- for(int i=0;i<4;i++) {
- glGenVertexArrays(1,&data.primitive_quad_buffer_arrays[i]);
+ for (int i = 0; i < 4; i++) {
+ glGenVertexArrays(1, &data.primitive_quad_buffer_arrays[i]);
glBindVertexArray(data.primitive_quad_buffer_arrays[i]);
- glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
- int uv_ofs=0;
- int color_ofs=0;
- int stride=2*4;
+ int uv_ofs = 0;
+ int color_ofs = 0;
+ int stride = 2 * 4;
- if (i&1) { //color
- color_ofs=stride;
- stride+=4*4;
+ if (i & 1) { //color
+ color_ofs = stride;
+ stride += 4 * 4;
}
- if (i&2) { //uv
- uv_ofs=stride;
- stride+=2*4;
+ if (i & 2) { //uv
+ uv_ofs = stride;
+ stride += 2 * 4;
}
-
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, ((uint8_t *)NULL) + 0);
- if (i&1) {
+ 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, ((uint8_t *)NULL) + color_ofs);
}
- if (i&2) {
+ 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, ((uint8_t *)NULL) + uv_ofs);
}
glBindVertexArray(0);
}
}
-
- store_transform(Transform(),state.canvas_item_ubo_data.projection_matrix);
-
+ store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
glGenBuffers(1, &state.canvas_item_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
@@ -1542,20 +1427,15 @@ void RasterizerCanvasGLES3::initialize() {
state.canvas_shader.set_base_material_tex_index(1);
state.canvas_shadow_shader.init();
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows);
- state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows);
-
-
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
+ state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
}
-
void RasterizerCanvasGLES3::finalize() {
- glDeleteBuffers(1,&data.canvas_quad_vertices);
- glDeleteVertexArrays(1,&data.canvas_quad_array);
+ glDeleteBuffers(1, &data.canvas_quad_vertices);
+ glDeleteVertexArrays(1, &data.canvas_quad_array);
}
-RasterizerCanvasGLES3::RasterizerCanvasGLES3()
-{
-
+RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
}